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Perfect Toast 3: a lot more toast, a little more polish

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  Play the game so far -  https://arthurs2000.itch.io/perfect-toast Over the last few weeks, I've been working on adding levels and their respective mechanics to my indie job simulator game 'Perfect Toast!'.  Since my last update, I've; made 4.5 levels made 4 game mechanics made a manager to help the player improved menus and logo added some sound effects The levels: The four levels that I've added to the game are 'Germans', 'Fire!', 'Sliced bread', and 'Just a lovely day'. In 'Customers', the level before 'Germans', the player is introduced to a German customer who, having a different culture, orders their toast as a percentage as appose to showing the player how toasted they want their toast. In 'Germans' the player will be faced with a lot more Germans, about 60% of customers will order in a percentage. In further levels percentage orders do still happen but at a much lower rate.  In the next level, 'Fir...

Perfect Toast 2: More Toast

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  Play the game so far -  https://arthurs2000.itch.io/perfect-toast Over the last few days I've been working on my project 'Perfect Toast' and have added: - Main menu - Pause menu - Level select menu - Introduction level  - Levels aren't infinite - Player rating  Since the last update, I've added an introduction level where a manger will introduce the player to the process of how to make toast, although this will require a some playtesting from people who aren't me, since obviously I know how the game works. Although still a work in progress, I wanted the UI to reflect the aesthetics and visuals of the brand, 'Perfect Toast', and so have had to start thinking about the visuals and aesthetics of what the inside of what the shop would actually look like. For a most of the background elements I've went with using a peg board texture along with a font that reflects that used on menu boards in coffee shops start-up cafes.  Now that I've got the basic ...

Perfect Toast!

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Interested in playing a prototype?  https://arthurs2000.itch.io/perfect-toast Recently I've started a new project that I am really passionate about, 'Perfect Toast!'.  As an elevator pitch, the player works at a toast shop, toasting bread to a customers very specific requirements [as shown by a speech bubble over the customer showing a specific shade of toast]. As the player progresses, new mechanics are introduced. While some of these mechanics will remain for the rest of the game [such as having to cut the bread to a specific thickness] other mechanics will be limited to certain levels [for example a level  where the player has to stop toasting to defend  customers from zombies]. Should the player manage to defy the odds and perfectly slice and toast per customer request, UI appear congratulating the player [as seen bellow], while the uninterested customer blankly looks through the player, and leaves.    

Car stuff

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  Over summer while I was out of uni I started working on a project in my own time [I say 'a project' rather 'a game' since working a job and trying get my real life car fixed took up a lot of my time] Although I modelled the low poly cars myself they're not necessarily what I'm trying to show off [thou they are very nice] what I'm proudest of is how I've set the code up.  All of the cars handle and behave very differently to each other [for example some are faster down the straights, some carry more speed into the corners while others don't start braking until later, some will drift around corners etc.]  despite that they all use the same AI control script and  follow the same path. Although this is still very far from being a finished game and there is a lot more optimisation that could be done but just watching the AI running around the track makes me happier than is probably reasonable or healthy. The next step for this game would be using the AI...

portfolio 10: cluttering

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One of the latter steps with building a level is beauty-ing up the area, and by that I mean cluttering and filling the corners with junk. For this we firstly need some tat to put in, the girder, barrel, and cones I made myself but I imported the loose stones, gears, pulleys, and filling cabinets. The thing that I'm proudest of however was the boxes I used to fill out the shelves, since as soon as play has been hit they chose random meshes and even random materials [although it might've been easier to just place the assets myself than program the random boxes but they still make me immeasurably happy].

portfolio 9: sounds alright

I learnt back in college that putting sound effects into games can make the world of difference to a game, I was making a game about playing as a post apocalyptic taxi driver where the bad guys drive after the player and shoot at them. While play testing the game it seemed quite easy to get a reasonably high score until I added gun sound effects to the enemies and suddenly the real pressure of being shot at had an impact on how the player plays the game. Having seen how much of a difference sound effects can make to a game with not a whole lot work I've since tried to put sound into my projects where possible. To this end I've put multiple sound effects into my current project, from coins jingling to ambient noise [for wind, water, and electrical buzzing sound effects] to relays clicking on to multiple mechanical and metal breaking sound effects. [note that all sounds where taken off of YouTube and then converted to mp3s, wavs, and edited down via a multitude of incredibly sket...

portfolio 8: grow a spline

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 Since the Tees transporter bridge is just that, a transporter bridge, the platform needs to move from one side to the other. I chose to do this by making the platform move along a spline [an almost criminal under use considering how much a spline is capable of] but the main reason is partly because I mostly already knew how to use a spline, having used them in the past, but also at a set point I wanted the platform to plunge into the water [although the bridge is a landmark and dearly loved I thought it only fitting, and also because I didn't want to have to model the other side of the river].  However it was almost impossible to convincingly replicate gravity and drop the platform into the water in a way that seemed natural so at the end of the spline, just after it dips, it sets simulate physics to true allowing simulated gravity to do all the work.