Games Development - Task 3 / Game Prototype


9.11.2023 - (Week 7 - Week )
Chong Hui Yi / 0363195
Games Development / BDCM
Task 3 / Game Prototype 



TABLE OF CONTENT

1. Lectures
2. Instructions
3. Task 3
4. Feedback
5. Reflection



LECTURES


Click HERE to view lectures & exercises



INSTRUCTIONS


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Task 3: Game Prototype


Requirement

"Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset, and the use of grey boxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development. The focus should be the MVP of your game."

This includes:
  • Coding movements and actions
  • Coding obstacles and enemies’ interactions
  • Coding game levels (Logic of the game)"

Progression

While working on Task 3, I am also continuing to complete my art assets.
Fig. 1.0 Art Asset

Before designing the level, I plan to first try putting the character into Unity to see how it looks. I used TexturePacker to convert the PNG frames of my various animations into a sprite sheet and then imported it into Unity. However, it's important to note that the exported PNG sizes need to be the same, so that the different character animations in Unity won't have different sizes.

I made a copy of the class exercise file and replaced it with my own character, but I found that my star attack doesn't deal damage to the enemy.

Fig. 2.0 The star attack doesn't deal damage to the enemy

After asking AI for help and making the changes, the star can successfully attack the enemy, and I also created an enemy death animation.

Fig. 2.1 Successfully dealt damage

Next, I created the player's death animation. My design for the player's death is that they are corrupted by dark powers, so they turn black from the feet up to the head.

Fig. 2.2 Player's Death Animation

After the player collects a star, I changed the display to a light energy bar, and the player needs to collect stars to use light energy to perform a star attack.

Fig. 2.3 Light Energy Bar

I added an auto-tracking attack for the enemy that follows the player, and the enemy can also move left and right.

Fig. 2.4 Enemy Attack

I created light obstacles that can be placed in multiple locations, with a timed interval for their appearance. When the player touches them, they will lose some HP.

Fig. 2.5 Light Obstacles

I added hearts, so the player can restore HP.

Fig. 2.6 Collect heart to restore HP

I first tested whether an irregular ground made in Adobe Illustrator, exported as PNG and imported into Unity, would work. Later, I found that using a Polygon Collider 2D fits perfectly.

Fig. 2.7 Polygon Collider 2D for the irregular ground

I created a dark area where the player's movements slow down upon entering. The player needs to press 'L' on the keyboard to consume light energy and emit a light circle to illuminate the surroundings. However, I found that the light circle is very dim. I made many changes, but the issue with the light circle remains.

Fig. 2.8 Light circle too dark






FEEDBACK




REFLECTION

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