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Daily Report Format-1

The document outlines a 13-day class on game development, covering topics such as game design fundamentals, Unity game engine features, C# scripting, and the creation of both 2D and 3D games. Key concepts included UI elements, collision detection, sound management, and the implementation of game mechanics like scoring and player movement. The course culminated in the development of a 3D endless runner game with various enhancements and testing phases.

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0% found this document useful (0 votes)
6 views25 pages

Daily Report Format-1

The document outlines a 13-day class on game development, covering topics such as game design fundamentals, Unity game engine features, C# scripting, and the creation of both 2D and 3D games. Key concepts included UI elements, collision detection, sound management, and the implementation of game mechanics like scoring and player movement. The course culminated in the development of a 3D endless runner game with various enhancements and testing phases.

Uploaded by

mokanth
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DAY: 1 DATE: 13-05-2025

Report:
On the first day of class, we covered the following topics:

Introduction to Game Development:


We discussed the fundamentals of game development, including the key
components involved in creating a game such as design, programming, art, sound,
and testing. We also explored various game genres and the overall development
process.

Unity Game Engine and Its Role in the Game Market:


We learned about the Unity game engine, its key features, and its significance in
the gaming industry. We explored how Unity supports cross-platform
development and why it is widely used by both indie developers and large studios.

Unity UI Interface – Main Components:


An overview of Unity’s user interface was provided, including the main panels
such as the Scene view, Game view, Hierarchy, Inspector, Project window, and
Console. Each component’s purpose and functionality were explained

Signature of Industry supervisor with date Name & Signature of the Student
Game Assets vs. Game Objects and Parent-Child Game Logic:
We differentiated between game assets (such as models, textures, and sounds) and
game objects (items placed in the scene). The concept of parent-child relationships
among game objects was introduced to explain how transformations and
hierarchies work in Unity.

Introduction to C# Scripting:
A basic introduction to C# scripting in Unity was given. We discussed how C# is
used to control game behavior, handle user inputs, and manage game logic.

Unity C# Concepts:
We explored key Unity-specific C# concepts such as Start(), Update(), variables,
methods, and basic scripting syntax. These concepts form the foundation for
writing scripts in Unity.

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DAY: 2 DATE: 14-05-2025

Report:
On the Second day of class, we covered the following topics:

1. Augmented Reality (AR) vs. Virtual Reality (VR) vs. Extended Reality
(XR)
We discussed the differences between Augmented Reality, Virtual Reality, and
Extended Reality, along with real-world examples:

Augmented Reality (AR): Enhances the real world by overlaying digital content
(e.g., Pokémon Go).

Virtual Reality (VR): Immerses users in a fully virtual environment using


headsets (e.g., Oculus Rift games).

Extended Reality (XR): A broad term that includes AR, VR, and other immersive
technologies.

2. Started Creating a 2D Ball Game


We began developing a simple 2D ball game using the Unity Game Engine and C#
scripting.

Unity Game Engine Topics Covered:


-Adding game assets into the game engine.

-Accessing the mouse pointer within the game viewport.

-Enabling drag-and-drop functionality for game assets using the mouse pointer.

C# Scripting Topics Covered:


-Variable declaration and definition.

-Using pre-defined functions for handling mouse input.

-Converting screen coordinates to world coordinates in the game screen


(ScreenToWorldPoint()).

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-Implementing conditional logic using if-else statements.
-Testing and observing the game output to validate functionality.

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DAY: 3 DATE: 15-05-2025

Report:
On the Third day of class, we covered the following topics:

Trigger and Collision Logic in a 2D Game using C#


We explored how to detect and respond to trigger and collision events between
game objects in a 2D environment using Unity and C# scripting.

Accessing Members of Other Classes and Modifying Their Values


We learned how to reference other scripts (classes) and modify their variables or
call their functions to manage interactions between different components of the
game.

Rigidbody and Collider Components


We discussed the purpose and functionality of Rigidbody and Collider components
in Unity, and how they are used to simulate physics and detect collisions.

Adding Game UI and Text Box


We implemented basic user interface (UI) elements in Unity, including adding a
text box to display messages or game information.

Updating Score When Game Objects Collide


-We created a simple scoring system where the score updates automatically when
specific game objects collide, enhancing gameplay interaction.

-Testing and observing the game output to validate functionality.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 4 DATE: 16-05-2025

Report:
On the Fourth day of class, we covered the following topics:

· Adding Multiple Game Objects


We learned how to add and manage multiple game objects within the Unity scene
to create a more dynamic game environment.

· Accessing Transform, Rotation, and Scale Using C# Scripting


We explored how to control and modify the position, rotation, and scale of game
objects through C# scripts to create movement and interaction.

· Adding Transform Conditions and Building Game Logic


We implemented conditions based on object transforms (e.g., position changes) to
control gameplay behavior and build core game logic.

· Adding Multiple Conditions and Updating Score Accordingly


We created multiple conditional statements in the code to check for different
scenarios and update the game score based on those conditions.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 5 DATE: 17-05-2025

Report:
On the Fifth day of class, we covered the following topics:

1. Adding Transform Conditions and Building Game Logic


We implemented conditions based on object transforms(e.g.,
position changes) to control gameplay behavior and build core game logic.

2. Adding Multiple Conditions and Updating Score Accordingly


We created multiple conditional statements in the code to check for different
scenarios and update the game score based on those conditions.

3. Add Win and Lose UI using Canvas


We created UI screens for Win and Lose conditions using Unity’s Canvas system.

Key components likely used:


Canvas: To hold UI elements.

Text / TMP Text: To show messages like "You Win!"or


"Game Over".

Buttons: For actions like restarting or exiting the game.

UI Panels: To group and control visibility of Win/Lose messages.

Trigger logic: Likely activated via scripts upon player


success or failure conditions.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 6 DATE: 18-05-2025

Report:

On the sixth day of class, we covered the following topics:

1. Scene Manager for Load Scene Used for Restart

We used Unity’s SceneManager to reload the current scene(or load another) to


restart the game. Typically tied to a button on the Win/Lose UI to allow the
player to restart.

2. Adding Background Sound to the Game

-We added looping background music using an AudioSource component.

-Imported an audio clip.

-Added an AudioSource component to a GameObject


(e.g., a"MusicManager").

-Attached the clip and enabled Loop.

-Optionally made it persistent using DontDestroyOnLoad if the music should


persist between scenes.

-Implemented functionality to pause and resume the


background sound.ould persist between scenes.

-Pause and Play the Sound

-Implemented functionality to pause and resume the


background sound.

-Code in c#.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 7 DATE: 19-05-2025

Report:

On the seventh day of class, we covered the following topics:

1. Turn On and Turn Off Sound Using Array

-Used an array to manage multiple audio sources or sound options.

-Logic typically involves looping through the array and enabling/disabling


audio.

2. PlayerPrefs

-Used for saving and retrieving simple data like settings or


preferences.

-Data is stored locally on the user's device.

3. Save Game Data Using SetInt and GetInt

-Used PlayerPrefs.SetInt to save data like level, coins, or


lives.

-Retrieved using PlayerPrefs.GetInt

4. Build Highscore Logic

-Compared current score to saved highscore.

-Updated highscore using PlayerPrefs if current score is higher.

Developed a 2D game and tested it.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 8 DATE: 20-05-2025

Report:

On the eight day of class, we covered the following topics:

1. Invoke

Used to call a method after a delay.

2. InvokeRepeating

Used to call a method repeatedly at fixed intervals.

3. Raycasting

-A way to detect objects in a straight line fromapoint (usually the camera or


player).

-Useful for shooting, picking objects, line of sight, etc.

4. LookAt

-Makes an object rotate to face another object orposition.

-Commonly used for enemies looking at player, turrets,


or cameras.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 9 DATE: 21-05-2025

Report:

On the ninth day of class, we covered the following topics:

1. Move Towards

-Gradually moves a value or object from one point to another at a constant


speed.

-Often used for smooth movement toward a target.

2. Distance

-Calculates the distance between two points or objects.

-Often used in AI, collision checks, or gameplay logic.

3. Lerp (Linear Interpolation)

-Smoothly transitions between two values (position,


rotation, color, etc.).

4. Clamp

-Restricts a value to a specific range.

-Useful for keeping health, speed, angles, etc., within limits.

5. Ping Pong

-Creates a back-and-forth oscillation between two values.

-Often used for floating objects, lights, patrolling enemies.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 10 DATE: 22-05-2025

Report:

On the tenth day of class, we covered the following topics:

1. Instantiate

Used to create (spawn) new Game Objects during runtime.

-Common for spawning bullets, enemies, effects, etc.

2. Destroy

-Used to remove (destroy) Game Objects from the scene.

-Can destroy immediately or after a delay.

3. Delta Time

-Represents the time in seconds since the last frame.

-Ensures smooth and frame-rate-independent movement


or animation.

4. Coroutines

-Used to pause execution of code without freezing the game, typically for delays
or timed actions.

-Runs alongside the main game loop.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 11 DATE: 23-05-2025

Report:

On the eleventh day of class, we covered the following topics:

1. 3D Models Import

Unity supports importing 3D models fromcommonformats like .fbx, .obj, .dae,


.blend, etc.

Drag and drop the 3D model file into the Assets folder.

Unity automatically converts it into a usable GameObject.

Can be added to the scene by dragging it fromthe Project window.

2. Adding Textures

A texture is an image applied to a 3D model to give it detail (like color,


roughness, etc.).

3. Adding Materials

A Material defines how a surface of a 3Dmodel looks (color, texture, smoothness,


metallic, etc.).

. Animation and Animator


Used to add movement or behavior to GameObjects (characters, doors, etc.).

Animation: Created using the Animation windowfor changing properties over


time (like position, rotation, scale).

Animator: A state machine that manages different animations and transitions.

Accessed via the Animator Controller.

Set up animation states and conditions (e.g., walk →run).

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 12 DATE: 24-05-2025

Report:

On the twelveth day of class, we covered the following topics:


Developed a 3D Endless Runner Game Core Mechanics:

1. Player Movement

-Controlled left/right movement using input.

-Forward movement handled via Translate or Rigidbody.

2. Obstacle Spawning

-Used Instantiate to spawn obstacles dynamically.

-Often combined with InvokeRepeating or object pooling for efficiency.

3. Ground/Track Looping

-Recycled ground tiles to create the illusion of endless movement.

-Used MoveTowards, Destroy, and re-instantiation logic.

4. Collision Detection

-Used OnTriggerEnter or OnCollisionEnter for obstacles and powerups.

-Triggered game over or special effects.

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Signature of Industry supervisor with date Name & Signature of the Student
DAY: 13 DATE: 25-05-2025

Report:

On the Thirteenth day of class, we covered the following topics:

Developed a 3D Endless Runner Game

Score System

-Score increases with time/distance.

-Includes a high score system using PlayerPrefs.

1. Graphics and Visuals:

-3D Models for character, ground, obstacles.

-Textures and Materials added for visual appeal.

-Possibly included skyboxes, lighting, and camera follow logic.

2. Animations:

-Player animation (run, jump, die) handled with Animatorand Animation


Clips.

-May have used LookAt, Lerp, or other smooth transitionsfor effects.

3. Enhancements:

-Power-ups (e.g., magnets, invincibility).

-UI System (score display, game over screen, restart button).

-Sound Management (toggle sound, background music).

4. Testing:
Tested the game and solved the bugs.

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