Games Development - Task 3: Game Prototype
  12 Jun 2024 - 09 Jul 2024 (Week 8- Week 12)
Vincent Lee // 0359386
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
  <iframe
    src="https://drive.google.com/file/d/1vD-mtIabKT0iHllQ8bbGS86KCa6mz200/preview"
    width="640" height="480" allow="autoplay"></iframe>
  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 doneWhat yet to be done
  
    
  
    
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
      
        
    
    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.
  
  
  
    
      
  
  
  
    
      
  
  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.
  
  
  
  
  
    
      
  
  
  
    
      
  
  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.
  
  
  
  
  
  
    
    
    
      
        
        
        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.
      
      
        
        
        
          
        
      
    
  
- Player Movement and Controls
- Platform
- Collision Detection
- Traps
- Item Collection/ Collectibles
- Health System
- Player Attack
- Enemies Health and Attack
- Game state management
- Level design layouts
- Level transition animations
- BGM and Sound Effects
- Scenes and Buttons
1. Tileset
  
    
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.
  
    
  
    
Following, I added a jump script to the player movement, using .GetKey().
  
    
  
  
    
      
  
  Create animation and drag to the player character layer, then use animator to
  set the time frame, then allow loop time. 
  
    
This settings only allow players to jump when the player character is detected on
the surface of the ground (tile set).
 
|   | 
| Figure 1.1 - Background and Tiles | 
|   | 
| 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
  
    
      
  
  
  
    
      
  
  Starting from here, I started to apply Rigidbody 2D and Box Collider 2D to the
  player character.
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| 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 | 
|   | 
| Figure 1.5 - Jump Script | 
|   | 
| 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 | 
  Figure 1.8 - Player Animation_Run and Jump
|   | 
| Figure 1.9 - Jumpable Ground | 
|   | 
| Figure 1.10 - Player Character_Death Logic | 
|   | 
| Figure 1.11 - Add Animation Event_Restart Level | 
3. Collectibles
|   | 
| Figure 1.12 - Collectibles: Crystals | 
|   | 
| Figure 1.13 - Code for Item Collector | 
    'Destroy' - This function removes the specified GameObject from the game,
    making it disappear.
  
  | .png)  | 
| Figure 1.14 - Counting Collectibles | 
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 | 
    Games Development_Task 3 Submission: Game Prototype
  
  Video 1.1 - Task 3 Video Presentation
  
      Video 1.2 - Game Prototype Walkthrough Video
    
    
          Reflection
        
        
          Quick Links
        
        



 
