Games Development - Final Project: Playable Game
08 May 2023 - 13 Aug 2023 (Week 6 - Week 17)
I followed a tutorial video from YouTube, ensuring everything was exactly the
same as the presenter did in their game. However, when I implemented it, the
attack didn't work, and neither the player's life nor the enemy's health was
being deducted.
I tried to resolve the issues in the Console panel, but every time I modified and fixed one problem, another issue would arise. It became increasingly difficult to understand what the code was referring to, and I even lost some code I had previously written. As a result, I decided to stop troubleshooting and opted for a different method to create my game, given the limited time remaining.
Vincent Lee // 0359386
Games Development // Bachelor of Design (Hons) in Creative Media // Taylor's
University
Final Project: Playable Game
INDEX
- Problems
- Game Design and Progression
- Others: Overlay Panels, Scripts & Sound Effects
- Publish in Netlify
- Final Project Submission and Video Presentation
Instructions
<iframe
src="https://drive.google.com/file/d/1vD-mtIabKT0iHllQ8bbGS86KCa6mz200/preview"
width="640" height="480" allow="autoplay"></iframe>
Final Project: Playable Game
Students will integrate their art asset to their game development and
produce a fully functional and playable game.
Task Requirements:
1. Unity Project files and Folders.
2. Video Capture of gameplay walkthrough
3. Game WebGL Build
4. Blog post for your reflective studies.
Problems
- Player Hurt, Attack
- Enemy Health and Attack
I managed to implement animations, attacks, and other features for the player.
The bullets are synchronized with the attack animation, and a bullet point
(indicated by a red diamond shape) identifies where the bullet will be
triggered. Scripts for player movement, the health bar, and player life were
all attached. Basic components like the rigid body and box colliders were
applied to both the player character and the enemy to ensure everything is
connected. In particular, the projectile, player life, and enemy scripts were
linked to ensure both characters respond correctly to attacks.
Figure 1.1 - Player Character and Enemy_Slime Inspector
I tried to resolve the issues in the Console panel, but every time I modified and fixed one problem, another issue would arise. It became increasingly difficult to understand what the code was referring to, and I even lost some code I had previously written. As a result, I decided to stop troubleshooting and opted for a different method to create my game, given the limited time remaining.
Solution: Focus on strategic platform designs and traps placement
Figure 1.2 - Attempts to resolve with CHATGPT
Game Design and Progressions
Since I don't have any enemy attacks, I've focused on making the platform
design more strategic for players to explore and collect collectibles. In
the meantime, they have to avoid traps such as spikes and hydraulic fluid
machines.
The number of collectibles is set at 8, while the traps vary from level to
level.
- Level 1
As players progress through the level, they'll encounter traps that require
quick reflexes and careful timing to avoid. The straightforward layout
allows them to focus on mastering these challenges while ensuring they don't
miss any collectibles. The simplicity of the design keeps the pace fast and
engaging, making it an ideal level for players to hone their skills before
moving on to more complex challenges.
As players navigate the level, they must balance the need to explore both stories with the challenge of avoiding traps. The increased number of jumps and strategically placed hazards add a layer of complexity, making this level more engaging and testing the player's precision and timing. Successfully collecting all the collectibles while avoiding the traps will require both skill and patience.
- Scripts
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Figure - Level I Platform Design |
- Level 2
In this level, the platforms are separated into two stories. Players are
required to perform more jumps, but there are also more traps. The placement
of these traps demands that players be more careful with their jumping.As players navigate the level, they must balance the need to explore both stories with the challenge of avoiding traps. The increased number of jumps and strategically placed hazards add a layer of complexity, making this level more engaging and testing the player's precision and timing. Successfully collecting all the collectibles while avoiding the traps will require both skill and patience.
![]() |
Figure - Level 2 Platform Design |
- Level 3
For the final stage, the platform design is more complex, divided into
three sections. Players are required to explore the platforms thoroughly
and familiarize themselves with the layout. The trap placements are
particularly challenging, making it easy for players to die or, at the
very least, get hurt and lose a life.
![]() |
Figure - Level 3 Platform Design |
Others - Overlay Panels, Scripts & Sound Effects
- Overlay Panels
Figure - Start/ End Screens |
Figure - Level Transitions Screens
![]() |
Figure - C# Scripts |
- Sound Effects
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Figure - Music and Sound Effects |
Build and Publish in Netlify
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Figure - Build Settings: Scenes Order & WebGL: Disabled |
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Figure - Deploy in Netlify |
Games Development_Final Project Submission: Playable
Game
- Google Drive Folder:
Link
- Netlify:
Game Link
Figure - (Revised) Game Design Document
Video 1.1 - Final Project Video Presentation
Video 1.2 - Game Walkthrough Video
Reflection
Wonderful experience!! Rollercoasters journey!!
Materials
1) Unity Basics:
Coding in Flow
2) Sound Effects:
Pixabay
Quick Links