At this stage of concept visualisation and mood setting, I started gathering images, writing out the brand name and testing out different looks that I thought resonated with the purpose and the emotion of the brand.
I tested my full potential with this project. I put all my skills to use, in different software and environments. Since it was an independent project, it was important to plan the workflow before starting the work; how each asset will be created, programmed and then fit into the environment of game.
I tested my full potential with this project. I put all my skills to use, in different software and environments. Since it was an independent project, it was important to plan the workflow before starting the work; how each asset will be created, programmed and then fit into the environment of game.
Most of the logic and physics of the game was coded in C#, with some Java implementation. Learning to work with Unity 3D physics was a thrilling experience. There were several situations through-out the game where it became tricky to implement certain things with physics mechanics, gravity, rigid body colliders and triggers. I used Unity's 3D engine to my advantage for creating a 2D game. I tested out different ways of creating a similar scene and eventually came up with ones that worked the best for the game.
Adding Google Play services was a tricky process. I had to test out several implementations, and debug server side conflict loops and constantly update my code to keep up with the updates being pushed out. I also had to adapt to Google's updated user consent policy, making disclosures to users in the European Economic Area (EEA) and the UK, and obtain their consent for the use of cookies or other local storage, and for the collection, sharing, and use of personal data for ads personalisation.Here is a flow chart of how Meteshower communicates and exchanges information with Google's Dev Console, GCS and AdMob: