Games Development - Task 3: Game Prototype

12 Jun 2024 - 09 Jul 2024 (Week 8- Week 12)
Vincent Lee // 0359386
Games Development // Bachelor of Design (Hons) in Creative Media // Taylor's University 
Task 3: Game Prototype

INDEX

- Game Developing Process
- Task 3 Submission and Video Presentation


Instructions

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Task 3: Game Prototype
For this task, we are to bring our game idea to alive by integrating the knowledge gained during classes and the game assets created in task 2. While this task doesn't require us to have all the final assets but to quickly test the game's mechanics and address any technical issues that arise during development. Using grey box is acceptable in this case. The focus should be on the Minimum Viable Product (MVP) of the game. This includes:

- Coding movements and actions
- Coding interactions with obstacles and enemies
- Coding the game levels and logic


Game Developing Process
What has been done
  • Player Movement and Controls
  • Platform
  • Collision Detection
  • Traps
  • Item Collection/ Collectibles
  • Health System
What yet to be done
  • Player Attack
  • Enemies Health and Attack
  • Game state management
  • Level design layouts
  • Level transition animations
  • BGM and Sound Effects
  • Scenes and Buttons

1. Tileset
Figure 1.1 - Background and Tiles

After importing the assets, I set the grid to 32px instead of 16px. This adjustment was necessary due to the pixel dimensions of the assets, which aligned better with the larger grid size.


Figure 1.2 - Composite Collider 2D - Tilemap Collider

After applying tile map collider that allow the character to stand on the tile sets, instead of sliding down, I make the platform merges as one



2. Character
Figure 1.3 - New Layer for Player Character

Sprite editor to slice and trim the character for further development, especially for creating characters animations.


Figure 1.4 - Rigidbody and Box Collider 2D

Starting from here, I started to apply Rigidbody 2D and Box Collider 2D to the player character.


Figure 1.5 - Jump Script

Following, I added a jump script to the player movement, using .GetKey().


Figure 1.6 - Camera Nested Under Player Character

To allow the camera follow the player character, I drag the camera to the my Player Character layer. 


Figure 1.7 - Player Animation_Idle

Create animation and drag to the player character layer, then use animator to set the time frame, then allow loop time. 


 
Figure 1.8 - Player Animation_Run and Jump


Figure 1.9 - Jumpable Ground

This settings only allow players to jump when the player character is detected on the surface of the ground (tile set).
 

Figure 1.10 - Player Character_Death Logic


Figure 1.11 - Add Animation Event_Restart Level

By adding the Restart Level ( ) provided by Unity, it allow the player character to restore their life but play the level from the starting point again.



3. Collectibles
Figure 1.12 - Collectibles: Crystals

Repeat the same steps to as I do the player character animations, I also make animation to the collectibles so it won't be static. Allow loop time, so the animation will keep going. While apply root motion to those duplicated collectibles so they will also have animation.


Figure 1.13 - Code for Item Collector

'Destroy' - This function removes the specified GameObject from the game, making it disappear.


Figure 1.14 - Counting Collectibles

As I planned to have the player character to collect certain amount of the collectibles while breakthrough the games, hence it is crucial to have indication of how many and how much more of the collectibles to be collected by the players him/ herself.



4. Traps
Figure 1.15 - Spikes and Hydraulic Press



5. Health System
Figure 1.16 - Health Bar



 6. Background and Overlays/ Panel
Figure 1.17 - Horizontal Parallax Scrolling

I this case, layers move horizontally at different speeds based on their distance from the camera. The farthest layers move the slowest, creating a depth effect.



Games Development_Task 3 Submission: Game Prototype

Video 1.1 - Task 3 Video Presentation

Video 1.2 - Game Prototype Walkthrough Video


Reflection

Using online assets made developing the game smoother, but it was overwhelming to rely on tutorial videos for everything. While the tutorials helped with the basics, tackling advanced settings made the process tougher. I often faced challenges that weren't covered in the videos, requiring me to experiment and find our own solutions. Despite the difficulties, this experience pushed me to think critically and adapt, ultimately enhancing our skills and preparing us for future projects.


Quick Links

Final Project: Playable Game

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