In this lecture.
We're going to take a moment just to put up our level a little bit, to add some trees and clouds and
do a little bit of extra tuning so that we're happy with where the game is at the moment.
So let's get started.
It's very important to tune your game every now and again.
Importantly, it keeps your game playable as much as possible and it improves the look and feel of your
game on a regular basis.
So you're not waiting until the very end of your project before you say, Hmm, maybe now I'll make
it look pretty.
Why are these things important?
Well, these things help us.
First of all, keep motivated.
I find that if I'm working on a game and I put a little bit of visual love into it, so the graphics
look a little bit nicer or the game feels a little bit better.
Then I get excited to work on the project and to implement more features.
Also, it allows you to show your game and get feedback.
That's really important.
If you wait and wait and wait and then show it to people, might be too late to make the changes or
to get the new ideas.
So you want to make sure the game is playable, that it feels good, and that it looks good, and not
leave it with programmer art until the very end.
And it helps you generate new ideas for your game when you're playing your game in a playable state.
So I have a challenge for you to iterate on what you have at the moment, tune the player to improve
the feel if you haven't done so already, look at the gravity, the rotation speed, the movement speed,
etc. to get to the point.
Well yeah, this is pretty cool doing jumps and bumps and stuff.
Tweak the camera distance, add some background sprite.
So right at the very start of this section, I gave you some sprites that include some trees, some
clouds and some other things.
So plop them down in the scene and get to the point where your game is feeling pretty good.
So pause the video, take on that challenge.
When you come back, I'll show you what I'm going to go through for my iteration on my game.
So I'll see you back here shortly.
Okay.
First step.
I want to play around the camera.
It's far too close for me.
I'm not seeing enough of what's coming up, so I'm going to click on my follow camera and change the
where are we in here?
The lens, ortho size.
I'm going to put that to ten, I think.
See how that goes.
Now I want to play around with Barry a little bit, change the gravity scale.
So I've been playing with this and I think it's just a bit too light and bouncy.
I'm also going to move him a little bit more up the hill, so I've got a little bit more runway and
I'm going to move my finishing line to the actual finishing line because I don't need to be playing
around with that at the moment.
I might do a little bit of a quick iteration on my level layout as well, because I think I've got just
the same thing over and over and over.
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
end.
So I'll speed this up so you don't have to watch every last little bit.
There we go.
Just a little bit of variety in there.
Nothing too fancy.
Next, what I'm going to do is click on the main camera and you can see how it's got a background color
here.
I'm going to change the background color to something that's not quite so dark.
Blue might make it a little bit more bright.
I think that we've got a little bit of gray sky.
When you're out in the snow.
It's a little bit gray, isn't it?
Now I'm going to scroll out a little bit, grab some trees, I think, chuck them down in the scene.
So when we put this down here in previous parts of the course, we've talked about the size of things.
I can click back on the original sprite and change the pixels per unit.
So to make this tree bigger, so that means less pixels from the original sprite per unit unit.
So I'll make this 20, see how that goes.
Click on Apply Point makes a nice big old tree in the background might be a bit too big, but now that's
fine.
So I drop that one down there, just a little bit of variety.
So I go through and just scatter a few trees around.
Just a little trick for you here.
If you want to have your sprites look slightly different but have the same sprite in there, you can
go to your x axis and just put a minus at the start of it and that will flip it.
So it's kind of like doing a flip horizontal.
Let's see, minus.
There we go.
Just give it a different shape so they don't all look exactly identical as if we've just gone and duplicated
them in the scene, which is kind of what we've done, but we're pretending we haven't done that and
obviously just scaling things up.
So some are a bit bigger, some are a bit smaller.
There we go.
Some trees in there just to give a little bit of different flavor.
Now we'll throw a couple of rocks in there as well.
Might put some rocks down in the holes here.
What we could do is put some collision on these rocks.
So if you actually go bonk into a rock, then it ends the level.
We could do that.
I'll pop this here for now, and that's a maybe to do that later on.
If we want to do that, there's a little rock, so I'm just scaling these up.
You could also go and change the pixels per unit, which would probably be a good thing to do, duplicate
a couple of those.
So I won't take too long doing these.
Just a couple of rocks here and there.
Give a little extra flavor to our world.
Okay.
And then the other thing I'll do is drop some clouds in the background.
So pop it in this one.
I will do it properly.
Click on the cloud, actually, I'll click on all these clouds.
I suspect they're similar and change the pixels per unit to ten.
Make them gigantic, apply.
Boop.
There we go.
Got this cloud in the background.
Make sure it is in the background behind the other things and then we'll chuck in one of these other
clouds hit goes okay pretty good so I'll throw in a few clouds finish line I'll return to where finishes
lines are supposed to be down the end of our level.
Okay.
Make sure from time to time you're clicking on play to see how it's actually looking.
Okay.
Got a tree, got some rocks.
Makes me think I should try to not bump into that rock, but it's okay.
Oops.
Didn't bump into it.
Okay, cool.
So it's coming along.
Okay.
Happy with that?
I can put some more stuff down.
We could get some more assets.
We could put in some grass cutting, all manner of exciting things into our scene, into our level.
But you know what?
I spend too, too much time hand placing all these things, because if we say this jumps not quite right,
then we have to change the tree and change the rock, etc. But good to do a bit of finessing.
I'll also while I'm here, I've just dumped a whole bunch of stuff randomly in the hierarchy, so I'm
going to jump down the bottom here, right click and create Empty.
I'll rename this to Environment and I'm going to reset the transform.
So I just right click on transform, see how it says reset here puts the position 2000.
Why do we do that?
Well, we've had issues before where some things have been in this really weird Z value and then we
haven't been out of see it.
So resetting it, I know it's right at the zero point now I can grab all of these things I've just dumped
in.
So shift clicking in there, drag them on top of environment.
Now I can close them up so they don't have to take up all that space in my hierarchy, but they're doing
exactly the same thing as they were doing before.
One thing I nearly forgot to mention is you might be seeing a little bit of jitteriness with your character
here as they're zooming along, and that's caused by a disconnect between the way the physics is being
calculated in way the graphics has been calculated.
The way to solve that is to click on your player, then jump over to interpolate and make sure that
is set to interpolate.
That will smooth out the frame so that you don't see any sort of bouncy ness or jitteriness.
So there we go.
There's my level, a couple little finessing tweaks.
I'll do this.
The tree looks a bit wonky in a couple of spots, but we've made our game look a little bit nicer.
So please do share a screenshot or a short gameplay video of where you're at with your game at the moment.
I look forward to seeing it and I'll see you in the next lecture.