Setting up the game over mechanic.

In this tutorial we’ll create a schematic to check the player’s food and end the game if the food is gone. Game over will display a dialogue and restart the game.

Check Game Over: Schematic

First, we’ll create the schematic to check and handle game over.

Open the Makinom editor, navigate to Schematics and create a new schematic. Change the following settings.

2d_roguelike_08_game_over1

Check Variables

Add > Value > Variable > Check Variables

We’ll use this node to check if the player’s food is gone.

Click on Add Variable to add a variable condition.

  • Condition Type
    Select Variable.
  • Variable Key
    Set to food.
  • Variable Origin
    Select Global.
  • Is Valid
    Enable this setting.
  • Exists
    Enable this setting.
  • Type
    Select Int.
  • Check Type
    Select Is Less Equal.
  • Check Value
    Set to 0 (Value).

Change Game State

Add > Game > Game > Change Game State

We’ll use this node to start stop the game from running.

Click on Add Game State to add a game state change.

  • Game State
    Select Game Running.
  • Set State
    Select Inactive.

Play Sound

Add > Animation + Audio > Audio > Play Sound

We’ll use this node to play a death sound.

Play On

  • Object
    Select Machine Object.

Audio Settings

  • Audio Clip
    Select Select Audio Clip and scavengers_die.
    The audio clip can be found at Assets/Tutorial Resources/Audio/.
  • Play One Shot
    Enable this setting.
  • Volume
    Set to 1.

Fade Screen

Add > UI > Fade Screen

Now it’s time to fade in the screen.

  • Wait
    Enable this setting.
  • Time (s)
    Set to 0.25.
  • Fade Alpha
    Enable this setting.
  • Start Color
    Select a black color without alpha (R=0, G=0, B=0, A=0).
  • End Color
    Select a black color with full alpha (R=0, G=0, B=0, A=255).

Show Dialogue

Add > UI > Dialogue > Show Dialogue

This node is used to show a dialogue. We’ll use it to display the current day (level).

  • Dialogue Type
    Select Auto Close.
    The dialogue will close automatically after some time.
  • GUI Box
    Select Message.
  • Message (English)
    Set to:
    After <var.int=level> days, you starved.
  • Block Accept Button
    Enable this setting.
  • Close After (s)
    Set to 3.
  • Wait
    Enable this setting.

Change Variables

Add > Value > Variable > Change Variables

We’ll use this node to reset the level to 1 and the food to 100.

Click on Add Variable to add a variable change.

  • Change Type
    Select Variable.
  • Variable Key
    Set to level.
  • Variable Origin
    Select Global.
  • Type
    Select Int.
  • Operator
    Select Set.
  • Float Value
    Set to 1 (Value).

Copy the previous variable and change the following settings.

  • Variable Key
    Set to food.
  • Float Value
    Set to 100 (Value).

Load Scene

Add > Game > Scene > Load Scene

We’ll use this node to reload the current scene – which will start generating a new level.

  • Reload Scene
    Enable this setting.
  • Position Type
    Select None.
  • Fade Out
    Disable this setting.
    The screen is already faded out.
  • Fade In
    Disable this setting.
    Fading in will be handled by the BoardManager schematic, fading in the screen after the level has been set up (and the Day X message).

That’s it for the schematic – click on Save Schematic and save it as CheckGameOver in Assets/Schematics/.

Check Game Over: Tagged Machine

Finally, we’ll add the game over mechanic to the Player game object in the scene using a tagged machine. The machine will be started by enemy attacks and consuming food per turn.

Add a tagged machine component to the player (e.g. using the component menu: Makinom > Machines > Tagged Machine) and change the following settings.

Start Settings

Click on Add Starting Tag to add a tag that can start this machine.

  • Starting Tag
    Set to checkGameOver.

Machine Execution Settings

  • Asset Type
    Select Schematic.
  • Schematic Asset
    Select CheckGameOver.
  • Execution Type
    Select Single.
  • Update Type
    Select Update.

And that’s it – apply the changes to the player’s prefab by clicking on Apply (top of the inspector).

Don’t forget to save the scene.

Testing

Click on Play to test the game. You’ll now be able to die when running out of food.

2d_roguelike_08_game_over2

This concludes the 2D roguelike game tutorial series. You can add additional content to the game, e.g. bigger levels (setting columns and rows in the machine starting the BoardManager schematic) or power ups for the player to chop through walls faster (changing the global variable wallDamage).