I recently got back into things and finished up Paws after spending the past few months packing, travelling, moving, settling in, and puppy! Good to get back into things and move forward with the type of games I really want to make from here on out.
Check out Paws. It was sort of my learning Unity/C# project. Enjoy!
The Facebook SDK (7.1.0) for Unity came out in late September and I’ve been playing around with it in Unity 5.2. I’m finding out what Facebook integration really means in terms of the api calls, posting scores, achievements, app invites, and sharing. I’ve also set up Parse.com to use as my backend for now.
Even though there isn’t much in terms of straight-forward documentation or tutorials online, it was possible to figure things out. Grey Zoned’s tutorials were helpful but I needed to update as things have changed a little in the 7.1 release. I’ve got things working well enough that I may consider creating a Facebook Canvas version of Paws on top of the iOS and Android versions.
The coolest thing is the integration with Parse.com that I am using to store my leaderboard/score data. As Facebook only allows the storing of one high score per game, I needed to store a score for each user for 80 levels. After connecting to Facebook, we grab the user’s FB id, profile picture and name, as well as store a list of friends that have authorized the game while also creating a new user on Parse using the FB id. The list of friends is used to query the top 4 high scores for each level from Parse and at the same time pull their profile pictures using a FB.API call.
Pretty neat. Look forward to going deeper into the Facebook integration.
Recently added a few things to Paws and finished up the panic scene.
I decided to make the levels all about reaching the target score while balancing between using power-ups to keep going without using all the panics or moves. One can complete a level by getting power-ups, keeping the stress meter down, not making too many moves and skillfully using the other power-ups.
The stress meter is not necessarily to deter. It’s to make the game funner, not stress the player out. I’ve made it so that it’s not difficult to keep it down. And even if it gets too high, that’s where the power-ups come in. I was also able to change the pitch of the background music to match the stress meter with Unity’s audio mixer snapshots.
With the panic scene, one needs to keep their finger on the screen and follow along with the animation to get back to the level.
Next up is the menu, level start/complete/fail boxes, facebook integration, animating Paws and level design.