top of page

EEBBEE

Fly as a bee to collect nectar and get back to the hive, but avoid the brambles!

EEBBEEx512_edited.jpg

EEBBEE

​

A small silly endless runner style game where you fly as a bee through rose bushes to collect nectar, before returning to the hive. Unlock powerups and skins, find ingame collectables and share your highscore with other players!

This  project was based on a previous university project of the same name, made within Construct3. I have now remade and improved upon it usign Unity instead. Below is some insight into different aspects of how the game functions, as well as the code behind those systems.

Obstacle Generator

The obstacle generator (Reffered to as the 'LevelGenerator' in the code), is responsible for the creating and saving of obstacles that would appear while playing the game; however, the generator itself doesn't create obstacles, but simply saves all the objects within the editor to a given obstacle ScriptableObject. 

It can do the following: 

​​

  • Save an Obstacle

    • Saves the positions of all saveable objects currently on screen, and within the given bounds of the obstacle grid. This information is saved to an 'Obstacle Scriptable Object'. ​

    • Also saves information of all spaces within the bounds of the grid that don't contain an object, so that a collectable may be spawned their during gameplay.

  • Load an Obstacle

    • Loads all objects from a previously saved 'Obstacle Scriptable Object', so that it may be viewed and edited.​

  • Clear an Obstacle

    • Destroys all the saveable objects currently existing in the editor scene.​​

​

Obstacle Manager

The obstacle manager is responsible for the spawning of obstacles and placing of collectables at runtime. It stores and remembers the previously spawned obstacles, collectable and their associated data, so that they may be respawned at the correct time and place, with all of the correct data, when the player is returning to the Hive.
It can do the following:​​

​

  • Load an Obstacle

    • Spawn the objects from a randomly selected obstacle into the scene.

  • Load a Specific Obstacle

    • Spawn the objects from a chosen obstacle into the scene.​

  • Load a Previous Obstacle

    • Spawn an obstacle previously made, including data about randomly placed collectables​

  • Generate Collectables.

    • Spawn a randomly chosen collectable, and place it randomly into a free space within an obstacle.​

​

This class and it's related objects are quite complex, I recommend looking at the code if you want to know everything it does.

​

Affect Manager

The Affect Manager is in charge of controlling effects that can be given to the player, it is fairly simple compared to the other manager scripts shown on the website so far. 

It can do the following:

​

  • Set the Current Effect

    • ends the previous effect and sets a new effect​

  • End the current effect

    • forcibly ends the current effect that is active​

  • Start an Effect

    • starts the currently set effect ​

  • Adjust the Effect Time

    • the effect time is actually handled by the effects own coroutine, this function is mainly used for updating UI elements​

​

You can also see the code for the various collectables, their effects on the player, and how they function

​

bottom of page