Games Development / Task 4: Final Project
- Week 09 – Week 14
- Due at 12/01/2025
Task
QUEST FOR THE SCATTERD CRYSTAL
Animation and Animator
To start the assignment, I focused on the animation. However, it didn’t function as expected despite several rebuilds. After multiple attempts, I decided to shift my attention to creating the background and platform first. This step-by-step approach proved effective, and once the foundation was complete, the animation finally worked as intended.
Below is the Animator that i have :
Player Movement
Door
Enemy
- Spider Idle
- Bat Flying
- Bat Idle
- Demon 1 Walking (Front and Back)
- Enemy Being Attack Animation (All)
Collectibles
Final Big Boss
- Boss Idle
- Boss Summon/Call
- Boss Walk
- Boss Die
Level Design and Script Management
- Player Movement (Player Movement and Animation / Jumping / Combat / Health System / Power-Ups / Audio Management / Item Collection / Game State Management / Physics and Collisions)
- Player Movement 3 (Player Movement and Animation / Jumping / Combat / Health System / Power-Ups / Audio Management / Item Collection / Game State Management / Physics and Collisions)
- Knockback (Player Movement and Combat / Physics and Collisions)
- Player Fall (Game State Management / Physics and Collisions / Player Death Logic)
- Enemy Damage Spider Cave (Enemy Behavior / Damage and Health System / Animation Handling / Combat Interaction)
- Bat notflying Level 4 (Enemy Interaction / Damage System / Animation Handling)
- Follow Enemy (Level Behavior and Combat System) (Player Following / Combat Mechanics / Knockback System)
- EnemyFinalLevel (Player Detection & Following / Vertical Movement / Damage & Combat / Health Management / Animation)
- Demon1Level4 ( Movement / Combat Mechanics / Knockback System / Death and Cleanup)
- EnemyDamageSpider (Movement / Combat Mechanics / Knockback System / Death and Cleanup)
- EnemyAI (Player Following / Combat Mechanics (damage/Health) / Knockback System / Death & Cleanup / Special Features (boss call/enemy spawning/movemet)
Ui
- WinController ( Scene Transition / Exit Game / Button Sound / Fade Logic / Error Handling )
- MenuController ( Scene Transition / Exit Game / Button Sound / Fade Logic / Error Handeling / Scene Loading / Game Quit )
- PowerUpSliderHandler ( Power-Up Countdown / Slider Management / Error Handling / Coroutine )
- SceneFadeManager ( Scene Transition / Fade In / Fade Out and Load Scene / Scene Change / Coroutine)
- BackgroundMusicController (Music Control / Fade Out / Error Handeling)
- ButtonController ( Button Interaction / Button Sound / Music Fade-out / Error Handeling)
- GameOverManager ( Game Over UI / UI Button Management / Restart Game / Quit Game )
- SceneController ( Singleton Pattern / Level Transition / Custom Scene Loading )
- PauseManager ( Pause and Resume Game / Button Sound and Interaction / Pause and Resume Toggle / Quit Game / Coroutine for Sound and Action )
- GameData (Track Crystal number / maintain Crystal ID / Singleton Pattern / Scene Loaded Callback / Player Death Handling / Death Sequence )
- GameData2 (Crystal Count Tracking / Game Over UI Handling / Scene Restart Functionality / Scene Loaded Callback / Quit Game Functionality )
- GameData3 ( Tracks Game Data / Scene Restart / Scene Loaded Callback / Quit Game)
- HealthPickup ( Health Pickup Behavior / Healing the Player / Playing Collected Sound / Destroying the Pickup )
- HealthPickUp4 ( Health Pickup Behavior / Healing the Player / Destroying the Pickup )
- UICrystalManager2 ( Initial Setup / Resetting the Crystal UI / Updating the Crystal UI )
- HeroCrystalController - For crystal and hero UI ( Hiding Hero UI / Debugging )
- PowerUpSliderHandler ( Power-Up Countdown UI / UI Visibility / Error Handling)
I began by designing the first level. For levels two and three, I reused the same script to maintain consistency, while the final level required its own unique script. At times, I found myself confused about which script corresponded to which level. This confusion stemmed from poorly named scripts and a lack of proper tracking for where functions were implemented.
During the scripting process, I often lost track of what each part was doing, making it difficult to distinguish between reusable and redundant elements. As a result, the scripts for the same functionality often ended up slightly different. This inconsistency caused frustration and made it challenging to streamline the code.
When building levels two and three, I encountered a problem with the Game Over UI, which didn’t function correctly. To resolve this, I rebuilt these levels using the foundation from level four, which I had redone from scratch. While some scripts from the original versions were carried over, most were replaced by elements from level four’s finalized script.
Ui and Interface
The game interface was designed to provide a seamless and intuitive experience for players. Key components include:
- Home Menu: The central hub for navigating the game.
- Game Over Menu: Displays upon losing a level, offering the option to restart or return to the Home Menu.
- Winning Menu: Celebrates success and provides an option to proceed or replay.
- Tutorial Page: Guides players on game mechanics, such as walking, jumping, attacking, and collecting items. This page also introduces the game’s story to set the tone for the adventure.
The interface ensures players can easily navigate through the game and access the information they need to enjoy their experience fully.
A simple card design is displayed at the start of each level to inform players about their objectives and the control keys they need to use. This ensures clarity and helps players better understand their tasks before starting the level.
Sound Effect
Last but not least, I have included sound effects (SFX) and background music (BGM) in the game to make it more immersive and engaging for the player. These sound elements enhance the gameplay experience by providing audio cues for various actions and events:
- Movement Sound: Lets the player know they are walking.
- Collection Sound: Confirms when a player has collected or returned an item.
- Attack Sound: Alerts the player when they are being attacked.
The combination of BGM and SFX in Unity helps to create a dynamic and interactive environment, ensuring that players remain immersed in the game world.
Upload Process
Game Document
- Sound effect is more important
- make attack more faster
- make the collect item effect for that
- the instruction need to be more clear ( make it in all level)
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