Day 14: Clicky Chaos and Dynamic Difficulty!


Only one day left in the challenge! For Day 14, I created "Clicky Crates," a 3D arcade-style clicker game. This project was all about building a highly polished, data-driven game and adding a crucial new feature: difficulty settings.

The Goal: I wanted to make a game that a player could enjoy at different skill levels. This meant building a system where the player's choice on the start screen would directly impact the game's challenge.

What I Learned: The main new system is the difficulty selection. I created a DifficultyButton.cs script that attaches to each UI button. When clicked, it calls the GameManager.GameStart() function and passes in an integer (e.g., 1 for Easy, 2 for Medium, 3 for Hard). The GameManager then uses this number to modify the spawnRate (spawnRate /= difficulty), making the game dynamically faster and more frantic.

I also went all-in on data-driven prefabs. There's only one Target.cs script for all flying objects! By changing values in the Unity Inspector like pointValue and setting the tag to "Bad", I could create good items and bomb hazards from the same flexible script. This, combined with random forces/torques for movement and particle/sound effects for clicks, made for a really complete and polished-feeling game.

Files

day 14.zip Play in browser
11 hours ago

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