Games Development / Final Task
15/12/2024 - 12/01/2025 / Week 13 - Week 15
Iman binti Kamarudin / 0364014
Experiential Design / Bachelors of Design (Hons) in Creative MediaIman binti Kamarudin / 0364014
Final Task:
INSTRUCTIONS
FINAL TASK
To Do:
- Main menu
- Long-ranged enemy
- Cutscene intro
- Level 2
- NPC Interaction
- Loot table for enemy drops
The first thing I did was import the long-ranged enemy sprites into the
scene and applied all its animations as well as the hitpoint for its attack.
Fig 1.1 - Long-Ranged Enemy
Fig 1.2 - Decor
I then made the main menu using
this
tutorial for the parallax effect.
Fig 1.3 - Main Menu GIF
I also made some more game assets. I animated the final boss idle state and
attack state, as well as drew and animated the researcher that the player
will talk to near the end of level one.
Fig 1.4 - Aeschyl Final Boss Spritesheet
Fig 1.5 - Researcher Idle Spritesheet
Fig 1.6 - Novula AoE Spritesheet
Fig 1.7 - Boss Star Item
Fig 1.8 - Relic Item
Lastly, I made the mural with a bunch of cracks. I made 3 different images depending on how many relics the player has managed to collect.
Fig 1.9 - 0/3 Relics Collected
Fig 1.10 - 1/3 Relics Collected
Fig 1.11 - 2/3 Relics Collected
Fig 1.12 - 3/3 Relics Collected
Afterwards, I added the player's AoE animation and created a new if
statement for when the player right-clicks their mouse. Then, I worked on
updating the UI so when the player uses their AoE, it consumes a spark and
the UI changes sprites.
Fig 1.13 - Player AoE Animation
Then, I imported the spark replenish bottle that I made and added a circle
collider set to 'is trigger'. I updated the game data and player controller
script to add 1 spark the UI.
Fig 1.14 - Spark Replenish Collection
I also did the same for the health replenish item.
Fig 1.15 - Heart Replenish Collection
Once that was done, I created a loot table for the enemy drops
following this tutorial. I wanted the chance for enemies to drop spark replenish
items to be significantly less compared to the health replenish item.
Fig 1.16 - Heart Loot Table
Fig 1.17 - Spark Loot Table
I then worked on the researcher and a dialogue system. I followed
this tutorial for the dialogue. However, I wanted the scene to switch to
‘LevelTwo’ once the player finishes the conversation with the researcher so
I added a void to load the scene and called it in the ‘NextLine’ void once
the conversation has ended.
Fig 2.1 - NPC Dialogue
I kept getting this console message so I had to go back and add a null
check each time the dialogue panel and continue button was being accessed.
Fig 2.2 - Console Error for Dialogue
Now, I finally went to work on the second and last level. I copied over the
researcher and player to the scene and changed the dialogue to explain why
the player was teleported there.
Fig 2.3 - Dialogue Strings Level One
After I got all the most important assets in the second level, I created a
door that would open when the player entered the trigger area in front of
it. It’ll later include the condition that the player has to have all 3
tiles but once the player gets past the door, there will be a collider that
will teleport them to the final boss scene.
Fig 2.4 - Door Open On Trigger
I then worked on the relics and added a condition to another door that the
player needs 3 relics to open the door. I also added the mural and had the
image change based on how many relics the player has.
Fig 2.5 - Mural Image Update
Afterward, I added a dialogue function to let the player know that they need
3 relics.
Fig 2.6 - Mural Dialogue String
Now all I had to do was do the level design. To be quite honest, I got burnt
out at this part so the level design isn't very good. I then spread out the
relic items across the level.
Fig 2.7 - Level Two Level Design
In the final boss scene, I added the player, final boss and its attack
animation. I then changed the background assets to the one I made and tried
to figure out how the fight would work. I decided on adding some platforms
to bring the player nearer to the boss' face for easier fighting.
Fig 3.1 - Final Boss Level Design
I then followed another
tutorial
(wow who is surprised) for spawning in projectiles that aim at the player
and deduct their health. I also added a HP bar to the boss.
Fig 3.2 - Boss Projectiles & HP
Now, I decided that I only wanted a losing screen to show up in the final
boss fight so I added one and made a void in the player controller to check
if its in the final boss scene. If it is, it would show the losing screen
once the player's HP reaches 0, but if it was in any other scene it would
respawn at the checkpoints
Fig 3.4 - Losing Canvas
Fig 3.5 - Win Canvas
Afterwards, I went and added the cutscenes in a separate scene. I also added
some dialogue boxes to tell the backstory and buttons that had 0 opacity
that would switch between canvases.
Fig 3.6 - Cutscene
Once that was done, I added background music to every scene and sound
effects for the player and enemies. I used free 8-bit & 16-bit audios
from itch.io.
FINAL
Google Drive: https://drive.google.com/drive/folders/11sMb6YHOv6Eu30aSXNJudkRtq4wD5oEA?usp=drive_link
Netlify: https://imankgamedev.netlify.app/
REFLECTION
I'm still very proud of what I made but a big part of me wishes that I had
done better or that I had simplified my story and art more to have better
level design and gameplay. I'm grateful to have been in the position to make
this game.

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