1
00:00:03,180 --> 00:00:03,719
In this lecture.

2
00:00:03,719 --> 00:00:08,160
We're going to take a moment just to put up our level a little bit, to add some trees and clouds and

3
00:00:08,160 --> 00:00:11,760
do a little bit of extra tuning so that we're happy with where the game is at the moment.

4
00:00:11,760 --> 00:00:13,050
So let's get started.

5
00:00:13,290 --> 00:00:16,100
It's very important to tune your game every now and again.

6
00:00:16,110 --> 00:00:21,540
Importantly, it keeps your game playable as much as possible and it improves the look and feel of your

7
00:00:21,540 --> 00:00:23,130
game on a regular basis.

8
00:00:23,130 --> 00:00:26,910
So you're not waiting until the very end of your project before you say, Hmm, maybe now I'll make

9
00:00:26,910 --> 00:00:27,550
it look pretty.

10
00:00:27,570 --> 00:00:28,880
Why are these things important?

11
00:00:28,890 --> 00:00:30,540
Well, these things help us.

12
00:00:30,540 --> 00:00:32,009
First of all, keep motivated.

13
00:00:32,009 --> 00:00:37,710
I find that if I'm working on a game and I put a little bit of visual love into it, so the graphics

14
00:00:37,710 --> 00:00:40,980
look a little bit nicer or the game feels a little bit better.

15
00:00:40,980 --> 00:00:44,520
Then I get excited to work on the project and to implement more features.

16
00:00:44,520 --> 00:00:47,490
Also, it allows you to show your game and get feedback.

17
00:00:47,490 --> 00:00:48,360
That's really important.

18
00:00:48,360 --> 00:00:52,560
If you wait and wait and wait and then show it to people, might be too late to make the changes or

19
00:00:52,560 --> 00:00:53,550
to get the new ideas.

20
00:00:53,550 --> 00:00:58,170
So you want to make sure the game is playable, that it feels good, and that it looks good, and not

21
00:00:58,170 --> 00:01:00,690
leave it with programmer art until the very end.

22
00:01:00,690 --> 00:01:05,550
And it helps you generate new ideas for your game when you're playing your game in a playable state.

23
00:01:05,550 --> 00:01:10,830
So I have a challenge for you to iterate on what you have at the moment, tune the player to improve

24
00:01:10,830 --> 00:01:16,200
the feel if you haven't done so already, look at the gravity, the rotation speed, the movement speed,

25
00:01:16,200 --> 00:01:17,280
etc. to get to the point.

26
00:01:17,280 --> 00:01:20,370
Well yeah, this is pretty cool doing jumps and bumps and stuff.

27
00:01:20,580 --> 00:01:23,760
Tweak the camera distance, add some background sprite.

28
00:01:23,770 --> 00:01:28,440
So right at the very start of this section, I gave you some sprites that include some trees, some

29
00:01:28,440 --> 00:01:29,640
clouds and some other things.

30
00:01:29,640 --> 00:01:34,740
So plop them down in the scene and get to the point where your game is feeling pretty good.

31
00:01:34,740 --> 00:01:36,840
So pause the video, take on that challenge.

32
00:01:36,840 --> 00:01:41,880
When you come back, I'll show you what I'm going to go through for my iteration on my game.

33
00:01:41,880 --> 00:01:43,620
So I'll see you back here shortly.

34
00:01:46,730 --> 00:01:47,150
Okay.

35
00:01:47,150 --> 00:01:47,690
First step.

36
00:01:47,690 --> 00:01:48,820
I want to play around the camera.

37
00:01:48,830 --> 00:01:49,850
It's far too close for me.

38
00:01:49,850 --> 00:01:54,500
I'm not seeing enough of what's coming up, so I'm going to click on my follow camera and change the

39
00:01:54,500 --> 00:01:55,880
where are we in here?

40
00:01:55,880 --> 00:01:57,800
The lens, ortho size.

41
00:01:57,800 --> 00:01:59,240
I'm going to put that to ten, I think.

42
00:01:59,240 --> 00:02:00,050
See how that goes.

43
00:02:00,050 --> 00:02:04,130
Now I want to play around with Barry a little bit, change the gravity scale.

44
00:02:04,130 --> 00:02:07,850
So I've been playing with this and I think it's just a bit too light and bouncy.

45
00:02:07,850 --> 00:02:12,380
I'm also going to move him a little bit more up the hill, so I've got a little bit more runway and

46
00:02:12,380 --> 00:02:17,390
I'm going to move my finishing line to the actual finishing line because I don't need to be playing

47
00:02:17,390 --> 00:02:18,530
around with that at the moment.

48
00:02:18,530 --> 00:02:23,630
I might do a little bit of a quick iteration on my level layout as well, because I think I've got just

49
00:02:23,630 --> 00:02:24,950
the same thing over and over and over.

50
00:02:24,950 --> 00:02:31,430
So I'm going to do a little bit of a down at the end, I think, just to lower the level a bit at the

51
00:02:31,430 --> 00:02:31,610
end.

52
00:02:31,610 --> 00:02:34,340
So I'll speed this up so you don't have to watch every last little bit.

53
00:02:36,190 --> 00:02:36,590
There we go.

54
00:02:36,610 --> 00:02:37,900
Just a little bit of variety in there.

55
00:02:37,900 --> 00:02:38,950
Nothing too fancy.

56
00:02:38,980 --> 00:02:43,600
Next, what I'm going to do is click on the main camera and you can see how it's got a background color

57
00:02:43,600 --> 00:02:43,780
here.

58
00:02:43,780 --> 00:02:46,990
I'm going to change the background color to something that's not quite so dark.

59
00:02:46,990 --> 00:02:50,680
Blue might make it a little bit more bright.

60
00:02:50,680 --> 00:02:52,540
I think that we've got a little bit of gray sky.

61
00:02:52,540 --> 00:02:54,070
When you're out in the snow.

62
00:02:54,070 --> 00:02:55,630
It's a little bit gray, isn't it?

63
00:02:55,660 --> 00:02:59,680
Now I'm going to scroll out a little bit, grab some trees, I think, chuck them down in the scene.

64
00:02:59,680 --> 00:03:04,330
So when we put this down here in previous parts of the course, we've talked about the size of things.

65
00:03:04,330 --> 00:03:07,900
I can click back on the original sprite and change the pixels per unit.

66
00:03:07,900 --> 00:03:14,410
So to make this tree bigger, so that means less pixels from the original sprite per unit unit.

67
00:03:14,410 --> 00:03:16,330
So I'll make this 20, see how that goes.

68
00:03:16,330 --> 00:03:21,490
Click on Apply Point makes a nice big old tree in the background might be a bit too big, but now that's

69
00:03:21,490 --> 00:03:21,940
fine.

70
00:03:21,940 --> 00:03:24,520
So I drop that one down there, just a little bit of variety.

71
00:03:24,520 --> 00:03:26,620
So I go through and just scatter a few trees around.

72
00:03:29,660 --> 00:03:30,830
Just a little trick for you here.

73
00:03:30,830 --> 00:03:35,390
If you want to have your sprites look slightly different but have the same sprite in there, you can

74
00:03:35,390 --> 00:03:40,250
go to your x axis and just put a minus at the start of it and that will flip it.

75
00:03:40,250 --> 00:03:42,950
So it's kind of like doing a flip horizontal.

76
00:03:43,220 --> 00:03:44,350
Let's see, minus.

77
00:03:44,360 --> 00:03:44,720
There we go.

78
00:03:44,720 --> 00:03:49,460
Just give it a different shape so they don't all look exactly identical as if we've just gone and duplicated

79
00:03:49,460 --> 00:03:52,940
them in the scene, which is kind of what we've done, but we're pretending we haven't done that and

80
00:03:52,940 --> 00:03:54,620
obviously just scaling things up.

81
00:03:54,620 --> 00:03:56,930
So some are a bit bigger, some are a bit smaller.

82
00:03:56,960 --> 00:03:57,500
There we go.

83
00:03:57,500 --> 00:04:00,910
Some trees in there just to give a little bit of different flavor.

84
00:04:00,920 --> 00:04:02,930
Now we'll throw a couple of rocks in there as well.

85
00:04:02,930 --> 00:04:04,910
Might put some rocks down in the holes here.

86
00:04:04,910 --> 00:04:07,310
What we could do is put some collision on these rocks.

87
00:04:07,310 --> 00:04:11,540
So if you actually go bonk into a rock, then it ends the level.

88
00:04:11,540 --> 00:04:12,380
We could do that.

89
00:04:12,380 --> 00:04:15,890
I'll pop this here for now, and that's a maybe to do that later on.

90
00:04:16,010 --> 00:04:19,100
If we want to do that, there's a little rock, so I'm just scaling these up.

91
00:04:19,100 --> 00:04:24,530
You could also go and change the pixels per unit, which would probably be a good thing to do, duplicate

92
00:04:24,530 --> 00:04:25,220
a couple of those.

93
00:04:25,220 --> 00:04:26,810
So I won't take too long doing these.

94
00:04:26,810 --> 00:04:28,340
Just a couple of rocks here and there.

95
00:04:28,370 --> 00:04:30,500
Give a little extra flavor to our world.

96
00:04:31,130 --> 00:04:31,490
Okay.

97
00:04:31,490 --> 00:04:34,790
And then the other thing I'll do is drop some clouds in the background.

98
00:04:35,630 --> 00:04:37,640
So pop it in this one.

99
00:04:37,640 --> 00:04:38,540
I will do it properly.

100
00:04:38,540 --> 00:04:40,640
Click on the cloud, actually, I'll click on all these clouds.

101
00:04:40,640 --> 00:04:44,150
I suspect they're similar and change the pixels per unit to ten.

102
00:04:44,150 --> 00:04:46,400
Make them gigantic, apply.

103
00:04:46,520 --> 00:04:46,880
Boop.

104
00:04:46,880 --> 00:04:47,570
There we go.

105
00:04:47,630 --> 00:04:49,070
Got this cloud in the background.

106
00:04:49,070 --> 00:04:53,210
Make sure it is in the background behind the other things and then we'll chuck in one of these other

107
00:04:53,210 --> 00:04:59,510
clouds hit goes okay pretty good so I'll throw in a few clouds finish line I'll return to where finishes

108
00:04:59,510 --> 00:05:02,180
lines are supposed to be down the end of our level.

109
00:05:02,210 --> 00:05:02,510
Okay.

110
00:05:02,510 --> 00:05:06,110
Make sure from time to time you're clicking on play to see how it's actually looking.

111
00:05:09,260 --> 00:05:09,630
Okay.

112
00:05:09,650 --> 00:05:11,540
Got a tree, got some rocks.

113
00:05:11,540 --> 00:05:14,760
Makes me think I should try to not bump into that rock, but it's okay.

114
00:05:14,780 --> 00:05:15,050
Oops.

115
00:05:15,050 --> 00:05:15,950
Didn't bump into it.

116
00:05:15,980 --> 00:05:16,550
Okay, cool.

117
00:05:16,550 --> 00:05:17,200
So it's coming along.

118
00:05:17,210 --> 00:05:17,450
Okay.

119
00:05:17,480 --> 00:05:17,930
Happy with that?

120
00:05:17,930 --> 00:05:19,040
I can put some more stuff down.

121
00:05:19,040 --> 00:05:20,240
We could get some more assets.

122
00:05:20,240 --> 00:05:25,430
We could put in some grass cutting, all manner of exciting things into our scene, into our level.

123
00:05:25,430 --> 00:05:25,790
But you know what?

124
00:05:25,790 --> 00:05:31,130
I spend too, too much time hand placing all these things, because if we say this jumps not quite right,

125
00:05:31,130 --> 00:05:35,240
then we have to change the tree and change the rock, etc. But good to do a bit of finessing.

126
00:05:35,450 --> 00:05:39,680
I'll also while I'm here, I've just dumped a whole bunch of stuff randomly in the hierarchy, so I'm

127
00:05:39,680 --> 00:05:43,340
going to jump down the bottom here, right click and create Empty.

128
00:05:43,340 --> 00:05:48,830
I'll rename this to Environment and I'm going to reset the transform.

129
00:05:48,830 --> 00:05:53,990
So I just right click on transform, see how it says reset here puts the position 2000.

130
00:05:54,020 --> 00:05:54,770
Why do we do that?

131
00:05:54,770 --> 00:05:59,540
Well, we've had issues before where some things have been in this really weird Z value and then we

132
00:05:59,540 --> 00:06:00,350
haven't been out of see it.

133
00:06:00,350 --> 00:06:05,330
So resetting it, I know it's right at the zero point now I can grab all of these things I've just dumped

134
00:06:05,330 --> 00:06:05,630
in.

135
00:06:05,630 --> 00:06:09,170
So shift clicking in there, drag them on top of environment.

136
00:06:09,170 --> 00:06:14,300
Now I can close them up so they don't have to take up all that space in my hierarchy, but they're doing

137
00:06:14,300 --> 00:06:16,400
exactly the same thing as they were doing before.

138
00:06:16,430 --> 00:06:20,450
One thing I nearly forgot to mention is you might be seeing a little bit of jitteriness with your character

139
00:06:20,450 --> 00:06:25,970
here as they're zooming along, and that's caused by a disconnect between the way the physics is being

140
00:06:25,970 --> 00:06:28,370
calculated in way the graphics has been calculated.

141
00:06:28,370 --> 00:06:32,750
The way to solve that is to click on your player, then jump over to interpolate and make sure that

142
00:06:32,750 --> 00:06:33,980
is set to interpolate.

143
00:06:33,980 --> 00:06:39,560
That will smooth out the frame so that you don't see any sort of bouncy ness or jitteriness.

144
00:06:39,560 --> 00:06:40,340
So there we go.

145
00:06:40,370 --> 00:06:43,490
There's my level, a couple little finessing tweaks.

146
00:06:43,490 --> 00:06:44,150
I'll do this.

147
00:06:44,150 --> 00:06:48,200
The tree looks a bit wonky in a couple of spots, but we've made our game look a little bit nicer.

148
00:06:48,200 --> 00:06:54,110
So please do share a screenshot or a short gameplay video of where you're at with your game at the moment.

149
00:06:54,110 --> 00:06:56,420
I look forward to seeing it and I'll see you in the next lecture.

