Game Development / Task 3

17.11.2023 - 15.12.2023(Week 12 - Week 16)
Chang Jia Yee / 0350402 / Bachelor of Design in Creative Media
Games Development
Task 3: Final Game



To do:

  • Finalise game
  • Publish in Unity


Process

In view of this project, I invested in the role design and organ design of many different mechanisms in the early stage. To be honest, I thought too well at that time. I wanted to make some novel institutions, but I found that my previous ideas were somewhat unrealistic in the later stage, and it was difficult for me to complete the basic settings and add these new ideas. So I made some changes to my original idea and tried to practice it in my game.

In the process of groping for programming and understanding the program, I spent a lot of brain cells and consumed my great momentum and fighting spirit. I resisted a strong sense of frustration and continued to explore. After several collapses, I finally got some improvement. The process of this effort is as high and low as a roller coaster, which is very challenging.

In the process of making, I would like to thank lecturer for his help, and help me find the problem with my coursemate when I encounter a problem. When you encounter programming problems, you will go to ChatCPT and Youtube= tutorial to try to solve the problem. Then I need a little time to digest the content of the tutorial myself, and then use it in my programming.

The whole process of programming is often controlled by whether the game can work or not, and I have learned a lot on the way to solving problems.


Scripts

Player

  • Character controller
  • PlayerLife
  • Player Attack
  • Moveforward
  • Detect collision
  • DestroyOutOf Bound

Garlic soldier
  • Enemy Controller

Bigboss Garlic
  • Bigboss script
  • Bigboss garlic

Garlic Bullet Transmitter
  • Bullet Transmitter
  • Garlic Bullet
  • ThreeHitDie

Knife Trap
  • Knife Controller

Rolling Meatball
  • Meatball Controller
  • Meatball spawner


Sushi (Key to go next level)

  • Food Controller

UI

  • Healthbar
  • doorTrigger
  • StartMenu
  • QuitMenu
  • restart game
  • finish



Scenes

StartMenu

  • Start button
  • Quit button
Fig 1. StartMenu



IntroScene
  • Let's Go button
Fig 2. IntroScene


Tutorial
  • Introductory instructions
  • Traps [Knife, Rolling Meatball]
  • Kill enemy
  • Health mechanism (health bar)
  • Key and how to unlock the door

Fig 3. Tutorial


Death Screen / Retry Menu

  • Restart button
  • Home button
  • Bg image
Fig 4. Death Screen / Retry Menu


Level 1

  • Garlic bullet transmitters are shooting, knife and rolling meatball traps

  • Key

  • Door

  • Contains obstacles and traps that can kill player

Fig 5. Level 1



Level 2

  • Garlic bullet transmitters are shooting, knife and rolling meatball traps

  • Key

  • Difficulty of the platform increase

  • Number of enemy increase

  • Door

  • Contains obstacles and traps that can kill player

Fig 6. Level 2


Level 3

  • Avoid Traps
  • Defeat and kill Bigboss

Fig 7. Level 3


EndScreen

  • Play Again button
  • Quit button
Fig 8. Endscreen


Items[during gameplay]

Scattered throughout the map [used immediately on contact):

● Key Collectibles(sushi) [Collect the corresponding number of keys to open the door]



Fig 9. Sushi item collectible


Fig 10. Instruction for player to unlock the door

In order to increase the playability and challenge of the game, I added that the player needs to collect sushi to complete the challenge while avoiding obstacles.

Players need to break through obstacles and get sushi to complete the final hurdle. I have set some sushi in places that are difficult to get, and I need to avoid obstacles and fight against the enemy to get it.


Sound
The game's soundtrack is essential to the experience and must be properly composed. I tried to include some music that had a sense of recall and rhythm in order to fit the characteristics of this game.

Background music design plays a significant role in enhancing the gaming experience. For the home page, level scenes, and closing page, I have three distinct background music options, which causes users to experience various psychological states. On my home page, I selected some dignified and tense music. The soundtrack quickens in pace as the player meets Bigboss Garlic, evoking a sense of urgency and excitement. The increased tempo intensifies the sensation of struggle and heightens the player's anxiety by producing a scary rhythm that corresponds with their elevated adrenaline. The player's win is celebrated with a majestic and spectacular piece of music on the final page.

All the sound effects and background music I use are from Freesound. The player, enemy, boss and background music have sounds set to different states which I will list down below:


Player
  • Jump
  • Death
  • Attack

Enemy
  • Attack

Garlic Bullet Transmitter
  • spawn bullet

Background music
  • StartMenu
  • During game
  • EndScreen



Final Submission for Game Development Task 3


https://play.unity.com/mg/other/game-dev-final-1



Fig. Project document



Video. Video presentation




Video . Video walkthrough



REFLECTION
This should be the most time-consuming subject in all my project. It takes a lot of time and energy from conceiving the theme of the game, perfecting the details, making, modifying and finally finishing the product. Although the final game is the basic function and level, I have learned a lot. The most time-consuming part is the coding part. It took a lot of time to find mistakes and then correct and test them, and of course I learned a lot. When I struggled with a code for a long time and finally achieved it, I was really happy. The most tense moment is when I finished waiting for export, afraid of the final product effect, and afraid that there are any problems that can't be exported. Fortunately, it all ended smoothly in the end. When I finally finished it, I really felt relieved. game development was a good experience, and it also made me realize my many shortcomings and the direction I can learn.


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