Funded by Innovation Grant Funded by QUIP-RS Grant Showcased at CUNY Games Conference 4.0
Platform : Windows, Mac OS Team Size : 2 Role : Lead Programmer Dev Time : 2 Months Engine : Unity Programming Languages : C#, XML Download Page Ligand Quest is an educational game developed in order to teach the basics of pharmacology to nursing students. This game was funded by the innovation grant and QUIPRS grant. This was developed over the course of 2 months.
One of the main challenges of making this level editor was deciding on how everything would flow programmatically. The main things I had to keep in mind were
1.) How will the level be saved (ex. what file format, naming convention etc.)
2.) How will the level be loaded
3.) How will the level actually be created.
For the first step I talked things over for awhile with Professor Warren and went through a number of ideas. One of the first ideas was to simply store the data in a raw text file, however this did not work out well as raw text can be rather unorganized. After that failed, I looked over a number of options until I found something which definitely turned out the best for the time limit I was on. I ultimately decided on using XML to record the relevant data of the level. The first step in this was developing a format which can be recognized and written into a file. The XML code snippet at the bottom is an example of what I came up with. This format ended up working fairly well as it pretty much covered everything we wanted to save in a readable format. XML turned out to be the most effective because of its clean organization and easily-recognizable tags. From this point onwards, I worked on a scriptthat could read these XML files and load objects into a scene based on the file's contents. After all was said and done, and the saving and loading system worked as intended, the final editor was made which let the user spawn specific things into the scene that could be saved with the script. This experience was really useful to me as now I will forever have a base to look at when it comes to saving and loading objects in unity externally.