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How to actually make an objective to my game
Right so I've been using unity for about a week now and I've set up my map and my first person controller etc in a forest setting but now all I have is a first person player walking around a forest. I want to actually be able to have a purpose to the game and I am going for a horror genre and will probably turn out a bit like slender but at the minute I have no idea how to do this and all I can do is walk around a forest, anyone know what I should do next or where I can find a tutorial as they all seem to be about setting up a map rather than an actuall game, cheers.
You should really think about what you want to do before you ask/worry about the 'how'. Once you know what you're trying to achieve, we can give help. Otherwise it's just subjective/opinion based and not really suitable for a program$$anonymous$$g/engine knowledge base.
Okay so say I wanted to set up a system where I can collect notes and have a text come up on my screen saying 1/10 notes collected?
Please revise your question title and text to reflect this new "question". It will help you receive more answers because it will be much more specific.
Answer by FatWednesday · Sep 17, 2012 at 08:42 AM
Based on what you said in the comment, You're looking at a basic "collectibles" sort of approach. To do this you want to look into some collision detection code (in order to detect your player coming into contact with the "notes" once you have that it should be easy enough to apply to a prefab note object. Then you'll want to look into the UI feedback, a really basic way to do this would just be a small GUI.Label that reads the current note count (probably with a simple timer so that it doesn't appear at all times, then once that all works you will probably want to look at using GUIText and a small icon texture instead of just the basic GUI.Label
heres a nice tutorial for basic collision detection that might be helpful. http://www.unity3dstudent.com/2010/07/beginner-b01-basic-collision-detection/
hope thats usefull.
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