Classic Game Project - Galax
Classic Game Project - Galax
Author: Lynn Hogen-Esch
1. What are the controls to your game? How do we play?
It's a 3 player game, players being the Humans, the Gubru, and the Czin. Play by clicking & dragging on a planet you control & creating a line between your planet and your target. then move the slider at the bottom to determine the amount of ships to send. Once you are finished sending ships, press B to move to the next player's turn. Once the Gubru finishes their turn, the Battle Phase begins. Any ships that arrive that year will resolve their battles. once all ship arrivals have been resolved, the human player starts their next turn. The game ends when one player has conquered every planet.
2. What creative additions did you make? How can we find them?
The only main differences between this and the original game are I changed initating battles to just pressing the B key, did not implement QuickBattles or the Hall of Conquerors (the high score system), and changed it from a singleplayer game versus AI to a multiplayer turn based game.
3. Any assets used that you didn't create yourself?
All of the icons (phase icons, planet sprites, ship pips) were created by using ResEdit to look at the files of the original macOS game, then recreated in Aesprite. All the other assets were screenshots from the original game that were then edited in Photopea to get just the parts I needed.
4. Did you receive help from anyone outside this class or from anyone in this class that is not in a group with you?
Jeremy Bond helped me figure out how to set up the coroutines for the battle phase UI, Vivek Kilari and Arsenii Kyrychenko helped me figure out how to get the lines between planets working, mostly by letting me explain how I set up the system to them, which helped me realize where the problem was.
5. Did you get help from any AI Code Assistants?
No
6. Did you get help from any online websites, videos, or tutorials?
Just the Unity Documentation
7. What trouble did you have with this project?
The lines between planets held me back for a while. I was trying to use the IDragHandler interface to track when the player starts and stops dragging, but after banging my head against it for several days, I figured out how to get it working using OnMouseDrag, OnMouseUp, and a bool. Another larger setback I had, though not nearly as time consuming as the planet lines problem, was figuring out how to get the battleUI to display properly. Jeremy helped me figure out how to use Coroutines and WaitForSeconds to get it working.
8. Is there anything else we should know?
No
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