Game Development Reference
In-Depth Information
Sorting is a game mechanic that is usually found with matching. It entails
moving objects around to position them in a specific order or to match them.
The game of memory does not including sorting, but solitaire does as the
player sorts through the deck of cards to arrange them into suits.
For either mechanic there must be visual clues as to how the player should
be sorting or matching game objects. For example, in Dr. Mario 64, the good
doctor throws colored vitamins shaped like pills into a jar full of viruses. When
four or more viruses and vitamins line up, they disappear. For this level of
simplistic matching and sorting, iconic art is used throughout. For example,
in Dr. Mario 64 , the vitamin pills look like capsules and the viruses are small
colored squares with sick and angry looking faces.
It is important to engage the player in these games with logical icons. If items
need to be matched or sorted, they should look similar in appearance or have
very clear shared characteristics that make them part of a particular group. If
leaving a player to guess what matches with what or what goes where is not
the objective of your game, don't make it one.
Unity Hands On
Matching and Sorting
In this hands-on session you are going to create a game that involves
matching and sorting. Balls of different colors will fall down the screen.
At the bottom of the screen will be four different-colored containers. The
player will be required to use the mouse to sort the balls horizontally
so that they eventually land in the container that matches their color.
Halfway down the screen a bar will appear. The player will only be able to
change the horizontal position of the balls while they are above the bar.
Points are accrued for each correctly sorted ball.
Step 1. Download Chapter Four/Matching.zip from the Web site. Unzip
and open the project in Unity. Open the scene called maingame . Play
it and you will see a Score area and a quit button. The quit button will
take you back to the main menu where you can press the play button
to get back to the main game screen.
Step 2. Download Chapter Four/Beaker.blend from the Web site. Add it
to the project.
Step 3. Add the beaker to the Scene. Position it at (0,0,10) where it will
become visible in the Game.
Step 4. Add a GameObject > Create Other > Directional Light to the
scene.
Step 5. Create a new Material to the Project. Set its shader to Transparent/
Diffuse. Set the main color to red and give it an alpha value of 100.
Step 6. Put the red material on the beaker.
Step 7. Add three other beakers to the Scene and give them the
colors green, blue, and yellow.
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