I made this to put some smiles on faces in Studio during these trying times at university. I figure this will be nice memorabilia some day. Love these people.
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I made this to put some smiles on faces in Studio during these trying times at university. I figure this will be nice memorabilia some day. Love these people.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Infinite Loop Exception
or How to Exit Infinite Loops in Unity
As game programmers often do, I was working on DEV-WICK, my Game and Play Design project in the early hours of the morning. In an attempt to get the player-coded block stack to process, I wrote a function that called itself, with logic which I presumed would prevent an infinite loop. I quickly learned that thatās too late to interveneāonce that function starts calling itself and hangs, thereās no going back. Most programmers would kill the relevant process or alt+F4 at this point, but that wasnāt an option for meāI had forgot to save my in-Unity work from the past hour or so š¬.
After a bit of Googling I learned that there is hope: you can connect Visual Studio, my programming IDE of choice, to Unity, force all running code to break, go into the CPU thread thatās hung, then the call stack, find the relevant script that the program is hung on, then modify a variable to result in the program throwing an exception (in my case, setting the location variable of a nav agent SetDestination(location) function to null).Ā
Potentially very handy info, as it was for me.
Game and Play Design Project
Glitch Arcade Game Play
Hereās a short little video of some game play of my final game.
I managed to get all the glitches into one game, just by moving around and adding in a few more pieces of code. Trying to work the animations again was a bit tricky but after a bit of playing around and thinking, I managed to get it to work.Ā
Had to play around with the speed of everything to make the game a bit more exciting, I think I found the right level of difficulty.
Given more time, I would like to have it increase in difficulty over time. There are also some pieces of code which I think could be done better/more efficiently but they work so no need to change it. For future though, if I ever do some more coding, I should be able to do it better.
Itās been a challenge to work on this project myself, Iāve delved into skills that I have never really touched before. Iāve found a new love for coding and for pixel art. I wouldnāt mind trying to create another game again some day.
Game and Play Design Project
Art, Animation, and Music
With the main game mechanics done, I needed to add in some more assets and create some animations.Ā
Creating the animations in Aseprite was actually pretty easy. The jumble pixel tool made it really easy to create a glitched look. I did a few frames and had them reverse to create a short animation.Ā
I also did some art for the start menu, which has a very similar glitch animation on it too. I took inspiration from this website, Retro Wave, which allows you to create a vaporwave image.Ā
Other assets I needed to create were a heart for the lives, and another note for a bit of variety.Ā
In terms of coding in the animations to play when I want them too, it was a struggle. There was a lot of going back and forth between the code and Unity to make sure each part was communicating correctly, and changing things around to see if it would work with a new technique. Eventually, I was about to give up and went back to something that kind of worked, and for some reason it worked exactly how I wanted. So thereās that.
In terms of the music, I donāt really have an interest in this aspect of the project. Iām not very good with sound and music, but Iām also bad with programming and pixel art, so I chose to focus on those rather than the music. Bit strange considering Vaporwave is more of a music genre, although Iāve taken more of the visual side of the genre.Ā
I did mess around with trying to create a Vaporwave 8-bit song to loop, but all the attempts were pretty terrible. I tried using an existing vaporwave song to try splice up and make more retro, although thereās no real way to put an effect on it to make it 8-bit (at least in Audacity). I also tried using BeepBox, and created a cute little 8-bit tune but it didnāt really fit the game and I didnāt know how to make it feel more vaporwave.Ā
I settled on getting one of the most popular Vaporwave songs by Macintosh Plus,Ā ćŖćµćć©ć³ćÆ420 / ē¾ä»£ć®ć³ć³ćć„ć¼, taking a snippet out of it, and making it sound like itās glitching out occasionally.
It was difficult to implement this so it would play through all my scenes. This tutorial by The Point Pixels and Polygons gave me what I needed to implement it correctly into Unity.
Game and Play Design Project
Fleshed Out Game
Iāve managed to create my game! Iāve created threeĀ āglitchesā for my game; reversed controls, flipping everything upside down, and having things cross the screen horizontally rather than down.Ā
Next was adding in the little extra bits to make it well rounded. I added in lives for my game, following the tutorials by YouTuber GucioDevs.Ā
This meant that I should include a game over screen. Using the last video from Sebastian Lagueās tutorials, I made a simple game over screen. This also meant I should create a start screen too. Brackeys tutorial was most helpful for this.
Currently, I have the three glitches within three separate scenes. So, from the start menu, itāll pick randomly between the three scenes. This works, but Iād much prefer if you could get any of the three glitches within the game, rather than being stuck with one until the next start up. It also means I have a lot more assets than I should have, with three different scripts for the three of the same objects. What I would like to do is to merge these all into one scene, so I will need to go back through all my code and figure out the best way to make it all work. Luckily for me, Iāve been feeling fairly confident with coding now and should be able to fix this with a little bit of time.
I also need to consider the game music, something Iāve neglected because itās not a strength of mine, nor did I really want to focus on that aspect so much.

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Game and Play Design Project
Progress - Coding
Coding is something Iāve only really dabbled in a little bit, so coding a full game was definitely going to be challenging for me. I have a small bit of experience with coding in Unity, at least to the point where I can kind of read code and kind of understand what it does.
Lucky for me, Arcade games tend to have very simple mechanics, and mostly in 2D. Less work for me to figure everything out.
My plan of attack for this part of the project is to find, preferably, YouTube tutorials which would take me step by step through the process of what code I need, tell me what exactly it would do, and how it interacts with Unity.Ā
The YouTube playlist Unity 2D Game Development Tutorials by user Daniel Wood proved to be most helpful to me in this early stage. I familiarised myself with how Unity works and managed to get basic parts of my game together.
From here, it was just finding specific pieces of code that I needed for each aspect of my game. Sebastian Lague had a tutorial for creating falling blocks, which I used for my music notes, and the Unity website itself had many pieces which helped me along with things like using time, and how to call booleans and variables from other scripts.Ā
Iāve gotten it down to having the base of the game, and now need to work on theĀ āglitchesā that occur. Iāve slowly gotten a grasp on how all the code is working and itās kind of becoming fun for me to figure out how to make things work!
Learning Through Play
I quite enjoy programming, so as one of my genres that I wanted to mix in my Game and Play Design project was the programming video game genre. In this genre you can find games like Human Resource Machine, Zachtronicsā games,Ā and HacknetĀ (more of a hacking game, to be fair).Ā
Educational games are often seen to be boring or sub-par when compared to games that are primarily focused on other areas. I want to challenge this idea in DEV-WICK. Arguably, programming games are an evolution of the puzzle game genre, which are technically educational (youāre required to learn new mechanics), although typically have no real-world application, other than say exercising your brain. These games present the player with a problem and the means to solve itāthe rest is up to them.Ā
The video I linked above, by the Youtuber Chadunda, discusses how games teach programming, in particular analyzing the game Human Resource Machine, where players create sorting algorithms and other programs. The game teaches basic programming concepts, in addition to teaching the lesson that algorithms have quality. For instance, in the game TIS-100 (Zachtronics, 2015), players are presented with a graph showing how their algorithm compares with the rest of the players that attempted the very same level. Now things get competitive, and for some, theyāre hooked after that, trying to squeeze every last drop of efficiency out of their work in order to top the leaderboards.
Graphics Development for DEV-WICK
I was inspired by the aesthetic of the game Party Hard 2, so I went about figuring out how to get sprites to cast shadows in Unity. Pretty simple, you just put a custom material on the sprite with a lit shader instead of a sprite shader. This paves the way for me to create the visually impressive game that Iām hoping to create. Itās really easy to make pixel art look great with this method because I can cast dynamic lights and VFX on top of the sprites themselves.