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Now, when when we actually reached zero in the time of going to level up, now at the moment it's just
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going to be the same level playing over and over again.
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That's going to become very repetitive and very boring.
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So like I explained before, we Tetris, each time you level up, it gets a little bit faster, it becomes
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more challenging.
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Now, with mobile games, you generally don't want to get too ambitious because mobile can only really
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handle so much data as you have to keep your game kind of well contained.
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You have to have pretty good game mechanics that can, you know, ensure that players are going to play
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for quite a long time without overloading your system.
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So just a simple mechanic like speeding things up.
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So it gets, you know, very competitive, is a great mechanic.
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If you consider, for example, something like Flappy Bird, that was a really, really big success.
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And take a look.
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There's practically nothing in it.
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All you're doing is avoiding pipes.
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And but it became a huge success.
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It was really, really small concept, but with a great mechanic.
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And so what we need to do, we need to display which level we're currently on.
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People can see I'm on level 10 already.
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This is great.
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And so we need some more text.
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So I'm going to take my time.
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A text, just duplicate.
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I'm going to call it level text.
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OK, and I'm going to move this one over to the left.
26
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Now I'm going to put it on the left side of the screen whenever you do this.
27
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Just make sure that you do check all your different devices.
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I mean, that's OK.
29
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There should be fine.
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And just make sure that it's not off the side of the screen or anything.
31
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I mean, there if somebody is playing a tableau, got a bit of an issue with the bullets there as well.
32
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So, yeah, I just want to bring that one in on the.
33
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You know, it's all the way over that's really, really long phone and.
34
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I think that should be fine, actually.
35
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But obviously, I wanted to say something different than 30 on its level one.
36
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OK, something like that.
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I think that looks fine.
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Where this to be honest and.
39
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Yeah, so I think it's mostly just checking the tablets actually to see how it displays on those phones
40
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are generally OK and they'll change back to the Samsung Galaxy J seven.
41
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That's fine.
42
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I'll just make sure that that level text sits at the top left corner.
43
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So with Dankers, I'll just anchor it to the top left.
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It always sits there.
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I should also do that with the timer text as well.
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So is there a center screen?
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Just the top mental.
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OK, top center.
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So with this level text, we want that obviously the number to actually go up with each level.
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You could also do with some kind of an indication as well that we're actually about to level up.
51
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So let's just duplicate this one.
52
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Move down a little bit and position this one more into the center.
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The text, I'll actually make this a little bit bigger, about twenty five.
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So you can really see this and I'll call this leveling or wonder if maybe not bold, just normal leveling
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up.
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Kind of looks weird.
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I mean, that is a word leveling, but it kind of looks weird.
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We call it about to level up.
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Think.
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Well, shall I say, level up achieved that sounds more dynamic, and I notice I can't see the achieved,
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and that's simply because the width I don't have enough weight from there, so I'll just click and drag
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on the width until it appears.
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There we go.
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Level of chief sounds very dynamic.
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It sounds like you've actually achieved something.
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You know, you're actually making progress.
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So I think that's fine.
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I'll call it level up.
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No, we have to do that.
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We don't object to simply just switch it on or off, depending on when we're about to level off.
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OK, so back to our script then.
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At the moment, we got the speed of our enemy and it's the constant one.
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Well, I'm just going to take that speed.
74
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I'm going to leave it at one.
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Actually, that's fine.
76
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But what I want to do each time that we love a slope, I want that speed to be multiplied by whichever
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level number.
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That means that the enemies will be moving faster each level.
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OK, so.
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Where we've got oh, or I'll come to the bottom here, actually, and leave myself new comments on local
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level.
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OK.
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And first of all, we need a public.
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Oh, and I'll make this estatic, actually, because we will need all the scripts to talk to this of
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an integer that we'll call level number.
86
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Make it equal.
87
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Want to begin with because we're reloading, seeing if we don't make it a public static, just the public.
88
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That number will never get remembered.
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OK, it will basically reset itself every time it loads, whereas if it's public static, it gets loaded
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into ram into the computer's memory.
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So it will persist even though we actually load a new level.
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OK, so it will remember exactly what level number world than a public game object called level.
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OK.
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So you can simply switch on there off and then we need the text.
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So public type text or call level text.
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OK.
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Right.
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So when we start, one of the first things that we need to do is say lovel text, dot text equals,
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and I'll type this in string level.
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And then this space.
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So that's exactly what it will display.
102
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And then plus equals.
103
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And the actual level.
104
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No.
105
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Now, because the level number is only just a simple integer.
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If we don't type level and it will effectively just display one, two, three, four, et cetera.
107
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So it doesn't like that.
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Why doesn't it?
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Like it's left on side of an assignment must be a variable property or index level text.
110
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Don't text equals level plus equals.
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A whole number.
112
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No, that's not correct.
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It's.
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Yes, to spring.
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Find out.
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Oh, yeah.
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Plus equals.
118
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Here we go, and then this comes up here, level text, that text equals this.
119
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Doesn't need the equals.
120
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Sorry.
121
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It's just the ploce, isn't it?
122
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Otherwise and trying to make that equal, the number of.
123
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That's why this in fact, I don't even need the string, but I'll leave it in there anyway.
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Just to be sure.
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OK, and then we will set our speed equal to speed, whatever it currently is, multiplied by value.
126
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That is equal to the level.
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Number one, I'm going to do them and actually divide that by two.
128
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If I don't, what's going to happen is there.
129
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And the music can be moving way too fast, too quickly.
130
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So by the time you get to level three, they're going to be moving at the speed of three biloba, Falcón
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moving at a speed of four.
132
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And we've seen how fast the speed of one is.
133
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It's pretty fast.
134
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So it will be too much, basically.
135
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So by dividing, that just makes it a little bit easier to actually kill the enemies and they don't
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go so fast.
137
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It also means that level one speed is one way divided, not by two.
138
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So it should be a half speed to begin with.
139
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OK, so let me check the time count down and we're running our time delay coroutine.
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So let's find that.
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Time delay, time, countdown check for frenemies, check for Gameover, so now and.
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We could do this inside the time countdown if level current time is greater than zero.
143
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Well, they want to say now is if a level current time.
144
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Is rate is less than two.
145
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We want to switch on that level achieved.
146
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So I'm going to say Lovullo don't set out to true if I only switch it on right at the last minute,
147
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it's already logged in the see.
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By that time.
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So you never actually going to see the level up.
150
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That's why I have to do it once you get almost to zero.
151
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You got enough time to actually see this leveling up.
152
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And then once you get to zero, it just basically loads the next level, which is fine.
153
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OK.
154
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And we also need to ensure that as we are leveling up that was set in that level, No.
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Two was greater.
156
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So plus plus.
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So increment by one.
158
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OK, so let's say now, just so that I can test this to make sure that level number is going to be going
159
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up.
160
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I'm going to take the ground and I'm going to make the level time limit about five seconds again.
161
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We also got a couple of empty slots.
162
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So we need a level of object and we need a level text.
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Here we go.
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All right.
165
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Press play.
166
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Just make sure that this works.
167
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So we're on number one.
168
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We're on level two of.
169
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We're on level three.
170
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Level up, we're on level four.
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Level up one, level five, not that basket and a lot faster.
172
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And the zombies, by the way, are walking at the exact same speed and.
173
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Yeah, that was intentional.
174
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I don't want too many creatures moving too fast.
175
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Check out how quick that bat is now attacking me on two levels, Ben.
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OK.
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Excellent.
178
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So, yeah, we know that that's working.
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So now if I set my time back to 30, that will become much more challenging now.
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