Freaky Architect is a physics-based tower building game. It is a simple yet highly addictive game in which you’ll build structures by placing block after block. Show off your innate architectural talent and build the highest or biggest structure possible, with a unique design that only you can imagine. But hey, beware the gravity, your stunning tower may easily fall with just one misplaced block!
FEATURES:
– Full game ready for release.
– Run-time mesh optimization.
– UnityAds integrated: watch rewarded ad to continue a lost game, or show ads between games.
– Comes with 22 different cubes with cool, distinctive particle effects. Adding more is super simple.
– Easy to customize or tweak the gameplay.
– Detailed documentation.
– Clean, fully commented C# code.
If you have any question, please don’t hesitate to contact us at
2.3 AdsManager
The project contains a game object called AdsManager, which is responsible for
showing ads in game. Its prefab is located at Asset/Prefabs/Services.
AdsManager will automatically show ads when game over (the structure falls). It’s
very flexible and allows you to control how ads should be served by setting a few
variables.
§ GamesPerAd: the number of games to be played before an ad is served.
§ ShowAdDelay: the number of seconds after game over event that ads
appear, so that it won’t be too disruptive.
§ DisableAutoShowAd: set to true if you don’t want AdsManager to show
ads automatically.
Some important parameters:
§ StoreysPerLevel: the number of storeys (the more storeys the higher your
structure is) they player needs to build upward to go to next level.
§ CubeRandomizeInterval: the interval used when rotating the new cube
through random positions around the last cube. This value will be decrease
after each level. Decrease this value will make the game harder and vice
versa.
§ IntervalDecrementFactor: CubeRandomizeInterval will be multiplied with
this value when level up.
§ EmissiveColor: when the new cube is rotating through random positions it
will have a “tint” color, or emissive color, which is decided by this
parameter.
§ EmissiveIntensive: determine the emission level of the new cube.
§ AllowWatchToContinue: the game allows the player to watch a rewarded
video ad (provided by AdsManager) to continue a lost game by
automatically undoing last several steps and restore the structure back to a
stable pose. If you don’t want to offer this feature, simply set this parameter
to false.
§ WatchToContinueWaitTime: the number of seconds offered to the player
to decide whether to watch the video ad.
3.2.2 Adding more characters
Out-of-the-box, the game already contains 22 characters (cubes) with cool,
distinctive outfits and particle effects! Adding more is just a matter of drag and
drop. Here’re the steps.
§ Create one material and one particle effect for your new cube.
§ Select CubesManager game object and increase the size of CubesType
array in the CubesManager component to accommodate the new cube.
§ Drag the new material and particle prefabs to Material and ParticleEffect
slots, respectively.
§ Check the WorldSpaceParticle parameter if you don’t want the particle to
be child of the cube (so it won’t fall with the cube).
§ That’s it! Now the new cube will automatically be added to the character
selector and ready for use.
Your rating, review and feedback are greatly appreciated!
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