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Emilia Baunach

Week 12 (part 1)

With the resolution set in place, all I had to do now was to format and align the text and buttons in each scene. Unity has a default grid to give me the general idea of where I'm placing my items but it doesn't have a 'snap' like feature as seen in the likes of Adobe Photoshop where I can see the exact alignment and measurements of the items I place. To solve that issue, I made my own makeshift grid-like rulers in the form of post-it notes on my screen that gave a general idea of a design format.

While waiting for the remaining background images from Aoide, I decided to at least get a build made for the rest of the team to try and hopefully catch any bugs/issues. For the sake of testing, I made a second build of the game in windowed mode(alongside fixing the first set of issues they found) when I found out that they game did scale well to their laptop screens when played on fullscreen.



A few more builds after (4 builds to be precise), all possible issues were resolves, which were all hierarchy issues involving not being able to transition to another part of the day when a button was clicked.





Like before when I encountered this issue, it was a matter of looking through the state machine and making a note of where gameObjects are not in the proper order. I noticed a lot of these issues were on day 4 which was understandable due to the sheer number of choices that overlap one another. The only other issue that arose beside the hierarchy/button issue was the case of the transition of a particular choice branch in day 3 to the bad version of day 4 not working. Again, is was the case of mixing up button names as I had linked the transition to the next day on that branch to another set of buttons in the scene (as the names were very similar). Like in a previous blog post where I mentioned the importance and precaution of naming conventions, this was another example of it.

 

The final thing to do was testing the game on itch.io. In previous group meetings and mentioned in this blog, there was the topic of how to showcase the game. While I was dealing with creating the state machines I voiced my concern about trying to embed the game on the Wix website for the game. Alongside realizing that this was considered a Wix "pro" feature, we came to the decision to scrap that idea and rather put a link on the website to the game on itch.io. When looking through the ways that a game could be uploaded; I stumbled upon a guide for HTML 5 games that included Unity games. To test this out, I attempted to build the game as a Web GL game. This did not turn out well at first as, during the build, Unity crashed. Upon further inspection I found the culprit - Unity crashed when it was trying to build the IL2CPP native library. I had noticed and was later confirmed in many Unity forum posts, that this was a resource-heavy process (it did take 100% of my computer's CPU power which has only happened on a few occasions with me playing very CPU intensive videogames). Fortunately, the game's state was saved prior to the build, so I tried again a second time and remained patient as the native library was being built again. This time the build worked and all I had to do next was upload the build as a zip file.



I was happy with the result as the resolution that I had set up for the WebGL build (which was the same as the default Windows build - 1024 x 768 ) fit perfectly on the game's itch.io . With Aine having already formatted most of the layout and introduction to the game on itch.io, it was just of matter of putting together the final background images


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