Prototype 1: Summary
- Jennifer Chamorro
- Mar 8, 2016
- 2 min read

I think that even though my prototype was very unsuccessful, I still feel that I had a lot of fun creating a multiplayer tank game (to an extent). One of the things I learned that I found really cool was the camera rig that I had to set up. This rig consisted of the camera control to be implemented into the rig, giving it a panning in/ out overhead camera effect/ view whenever the tanks moved too far out of the whole arena. I’m not really a big programmer but one little line of script that I did learn (which was a win for me), was the “private void Awake ()”. This little line calls on the all the functions that are under the “Awake” line in that scene before anything else outside that line (hopefully I have the correct understanding). The process in making the tank game was very tedious; I had different types of struggles from the beginning from having the wrong scripts, compiler issues, certain functions that were clashing, and not saving different files of my project. Once I fixed my first issue; I did have a very operational tank which was fun to play around with, including with changing the color of the tank. The biggest failure I had was not being able to fix one of my compiler issues that wouldn’t allow me to move forward with my prototype unless I fixed it. Since I’m not great at programming; I was not able to figure out how to fix this problem, not letting me finish my prototype (big fail).

I think if I learned anything from this project is to always save different files throughout my progression of my prototype, just in case I do get stuck like how I did in this project (always have a backup plan). The biggest thing that I learned from this project is how to set up a different view point with the camera control and camera rig (super cool stuff).

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