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 Media
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

I also added some decorations from this abandoned city pack and this city pack.

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

I also made another animation for the player's AoE and the relic that players have to collect in the temple. I also exported the final boss' attack star by itself to use as a prefab (hopefully).

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

Then, I made a win canvas that would show once the enemy's HP reaches 0.

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





REFLECTION

My experience with this task was.....very all over the place. I have been wanting to develop my own game for years now so I was very excited to be able to take this class however I was definitely being too ambitious in my goals. I loved creating the art assets and the storyline and sometimes even coding but it took an immense amount of brain power to figure out how to add in one feature without disrupting your other code. 

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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