Mike's Log: Week 5
- Apr 2, 2017
- 2 min read
This week I was able to make a build for IOS, there are a bunch of leaps and bounds that I had to go through in order to get a proper build for IOS. The first issue that I came across is that PC users cannot publish to IOS, so in order to build for IOS is that I had to make a unity build from my PC and place it on a flash drive, The I had to find a mac that has xcode on it. Now the hard part was that I had to register my own apple account to do a free personal development build, which means that I can only publish to apple devices that I own. So I was able to successfully build to my own iphone however I have to have a developers account to be able to publish the app to the app store. I still have to do more research for that in order to properly do that. There may be some type of monthly fee or a something, I still have to look deeper into it because there are more issues that could arise. However the game does currently run on apple devices, more specifically the iphone 5s.
I was able to build some particles this week as well. Not the basic Unity build in ones but more advanced particles. I was able to build some objects in Maya such as the cylinder that I used, and I had make a light type texture for it. The last part was mapping the UVs properly to my dynamic particles.
The other particle I was able to build was to make smoke, the smoke I used is a basic smoke texture from google images and modify them so they don’t all look the same when they are produced. I was able to attach this smoke trail particle to the end of the enzymes to give it the appearance of cGas coming from the enzymes when the ATP and the GTP attach themselves to the enzymes.
I was able to build a basic interface with some text to give the user some idea to what type of rounds he has, either ATP or GTP and how many rounds the user has left, there is also a score to let the user know how many points the they have collected by how many enzymes were completed.
Michael Toronto

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