A unity platforming game, featuring ugprades and differing levels. Made by Edison Ying and Tony Lin.
- Download the corresponding version for your computer.
- Unzip the file, and run the executable (JOFv1.0.0 or My Project.exe, depending on OS).
If you would like to build it on your computer, follow these steps:
- Download and install both Unity Hub and Unity (version: 2021.3.21f1).
- Register for a unity license.
- Clone this repository using
git clone https://github.com/justapotato213/Jump-of-Fate.git
inside a git terminal, or clone using an alternative method of your choice. - Open the project in Unity.
- Build the project using unity for your desired platform, and run the executable unity builds.
- Follow steps 1-4 in Building.
- Download Visual Studio, making sure to install the unity workload within the installer.
- With the unity project open, click on edit -> preferences.
- Click on external tools, and make sure Visual Studio is selected.
- Under the section labeled "Generate .csproj files for", make sure all checkmarks are ticked.
- Click the "Regenerate project files".
- Within Visual Studio, click on open and locate the .sln file within your project.
- Open the .sln file, and begin editing!
- The overall scene can be edited within unity.
- Follow steps 1-4 in playing.
- Open LevelGenerator/imageGenerator.py.
- Edit the code in the file using an IDE of your choice.
- Add slices in the form of .jpg images inside Input_Images folder.
- Once you run the Python script, generated levels will be saved in the Levels folder.
- The level generation is handled by the WorldGen.cs file.
- This functions by looking at a level image, and looking pixel by pixel at its RGB codes.
- These images are located under Assets/Resources/Level.
- It then places the corresponding prefabs and tiles, as determined in unity.
- This can be edited by opening the Tile Map game object, and changing the settings within "Color Tile Mapping" and "Color Prefab Mapping"
- When a level gets deleted, every child of Tile Map gets deleted, and therefore cannot be used to store information between levels.
- This functions by looking at a level image, and looking pixel by pixel at its RGB codes.
- Player movement is within the PlayerController.cs file.
- Save data is saved under the PersistentDataPath of unity, inside sav.dat.
- This is simply stored as a JSON format.
- There are two scenes, MainMenu and SampleScene, where the MainMenu is the beginning menu, and SampleScene is the main game itself.
- imageGenerator.py is the Python file used to generate the levels
- Note: In order to run this file, you will need to have the PILLOW library installed in Python.
- It works by randomly combining the slices (images) horizontally and adds the start and the end to each level.
- Once these images are saved in Levels, you can transfer them into Assets/Resources/Level and they will be playable.
- The main user manual is found in this Doc which contains all the information needed to play the game