Todays session

Throughout the last week or so, I have been working on a small game called Perry the Pencil, the game is meant to be platformer style game in which the player would also have a variety of attacks for defending against various enemies. There was also some various other concepts for the game such as the ability to customise a boss’s look after defeating them; however, this may be difficult to code and function properly so for now I will just cover the basics.

ptp-shotHere is the design of the main character. It is intended to have a cartoony look about him as I don’t intend to make my game very realistic. I am working on some other art works but aren’t completed at the moment.

My class will soon be taking a coding test on coding so we have been researching on how maths is used in coding games such as how the Unity Engine uses trigonometry to work out the movement of an object. Trigonometry uses Sine to work out the ‘y’ axis and Cosine to work out the ‘x’ axis. Tangent is also used; however, it is used for working out the rotation of the object than moving around in a space. The simplest way to remember how to work out trigonometry is SOH CAH TOA. SOH is sin(angle) = opposite ÷ hypotenuse, CAH is  Cos(angle) = adjacent ÷ hypotenuse and TOA is tan(angle) = opposite ÷ adjacent.

Another thing that I have had to research was class diagrams. Class diagrams explain the objects and classes by describing what their functions are as well as their attributes.


Here’s an example of what a class diagram would look like. They are rectangles that withhold information about an object or other aspects of developing a game such as time limits as they are separated into three sections. Class, attributes, operations. The class is just the name of an object. Attributes is what is involved in the class say if it was a character model, the attributes section may include the , model, some animations, textures, physics, etc.

The final thing that I will cover in this blog is radians. Radians is the radius of a circle that is wrapped around the shape of the circle to make a 180 rotation. The radian can be figured out by multiplying 180 degrees by pi.


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