Games Development | Final Project : Playable Game
02.07.2025 - 03.08.2025 Week 08 - Week 15
Tracy Angeline Tio / 0362222 / Bachelor of Design ( Honors ) in Creative Media
Games Development / Taylor's University
FINAL PROJECT : PLAYABLE GAME
I create a new empty game object to place a box collider where the trigger would be and placed the fall trigger script into it. I do faced several error for this stage but in final i manage to work on it.
After this, I tested the game to make sure its ready to be finalized and now I'm gonna move to the stage 2 of it.
Games Development / Taylor's University
FINAL PROJECT : PLAYABLE GAME
TABLE OF CONTENTS
LECTURES & ACTIVITIES
INSTRUCTIONS
MIB BOOKLET :
FINAL PROJECT
Playable Game
On this task, we were required to integrate their art asset to their game development and produce a fully functional and playable game. Students also describe and reflect on their social competencies within the design studio context, supported by evidence. Reflect on how to empathize with others within group settings, interact positively within a team and foster stable and harmonious relationships for productive teamwork. The reflective writing is part of the TGCP.
Requirements :
- Unity Project Files and Folder
- Video walkthrough and presentation of the game
- Game Web GL Build
- Online posts in your E-portfolio as your reflective studies
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Task Planning
For this task I continue with what has need to be done for task 3. I also give a help for gawai by testing out the code such as health bar, counter for enemy 2 and the mechanics.
My Contributions - Continue the Mini Game and Test Features
1. Build the Health Bar Mechanics
The next thing after the game core, I focused on the UI functions. Gawai has assigned me to test out how to do the health bar. The first thing I did is to import the health battery frame and the bar in separated layer.
Fig 3.1 Health Bar UI Setup Week 15 03/08/2025 |
I made a new script to control the bar reduce the amount, along with connect it to the player and playing player animation correctly. I also put the bar in the elements as seen in the images.
Fig 3.2 Health Bar Component Inserted Week 15 03/08/2025 |
This is the script I used for Health Manager :
Fig 3.3 Health Manager Script Week 15 03/08/2025 |
Then I also made a new script in order to control the player health once it take damage from the enemy. I added respawn point so when player death, its gonna respawn to the point I have made. The process for this things took me a lot of time because sometimes the animation didnt even show / doesnt play correctly.
Fig 3.4 Player Health Components Week 15 03/08/2025 |
After the player health, we also need to setup the enemy to give damage for the player by using this Enemy Damage script as shown below. We drag this script to enemy game object and assign health manager script on it.
Fig 3.5 Enemy Damage Week 15 03/08/2025 |
2. UI Design Pages + Added New Page
On the top right side, there's pause page and if you click it, the pause page would appeared. It have an option to continue, quit and sound button.
Fig 3.7 Pause Page Design Week 15 03/08/2025 |
For the pause page, in the inspector it should be toggled off first and we control it through the pause panel toggle as shown below.
Fig 3.8 Pause Panel Toggle Week 15 03/08/2025 |
And then I continue to design the home page. The elements have been done from Task 2 and I just adjust it in here. To make the button interactive, I create a script to make the button scale up when it hovered.
Fig 3.9 Home Page Design Week 15 03/08/2025 |
Fig 3.10 Button Scale Script Week 15 03/08/2025 |
Same goes with the credits page. the process were quite same like the home page and I linked close button with the home page using scene manager script.
Fig 3.11 Credits Page Week 15 03/08/2025 |
Fig 3.12 Scene Manager Script to Linked Scene Week 15 03/08/2025 |
To display the instructions for the game play, I used the frame I draw before and added text on it. Actually I plan to make it in separate page but it's better to just display in front of it so player would not forget what key they should press to play it.
Fig 3.13 Instructions UI Week 15 03/08/2025 |
Instead, I make the story synopsis on the page where player can read the background of this game. The mini game mission is to render all 10 enemies and if you missed it even 1, you would failed the mission.
3. Respawn Trigger
Since the game are focused on jump on platform instead of just ground, I developed a death zone so when player fall from the platform, it would trigger it to respawn point.
Fig 3.15 Fall Trigger Script Week 15 03/08/2025 |
Fig 3.16 Death Zone Week 15 03/08/2025 |
4. Stage 2 - Enemy 2 Mechanics
I duplicate my stage 1 level and first I made a change for the background. On the stage 2, the background start to have the color and only left is the enemy which is our mission.
Fig 3.17 Stage 2 Environment Design Week 15 03/08/2025 |
To replace the enemy, I create a new animator and change the sprite in animation panel. The enemy 2 form is a bird and we plan to make it have a patrol point unlike the first one that remains static.
Fig 3.18 Enemy Animation Week 15 03/08/2025 |
The animator panel can be seen as below. I connected phase 1 - 2 - 3 and in each transition should have parameter conditions.
Fig 3.19 Animator Enemy 2 Week 15 03/08/2025 |
To make the enemy move to left and right, I start by creating a point A and point B in left and right side for the enemy. And then I made the script as shown below.
I also faced up more errors when building this. The enemy would move to left and right but the damage given become brokes. It took me a lot of time to figure out which script causing to break others and finally I successfully fixed it.
For the next part I duplicate the enemy and set up a different point of it to move along with the environment design. In this stage, I want to increase the difficulty by introducing more moving platform and player need to be careful to not fall.
Fig 3.22 Environment Design Week 15 03/08/2025 |
When I want to duplicate the enemy for the fourth time, It start to break the entire game collider. I still dont know how to fix this and to not waste much time deal with it, I changed the enemy 2 animation from flying to transform since Velicia had already make it and I dont want the animation to be wasteful.
Fig 3.23 New Animation Setup Week 15 03/08/2025 |
Then for the fifth enemy, I also duplicate it from enemy 2-4 and change it size to become bigger since it was the last one we need to render on. This is the preview for the final stage 2 design.
Fig 3.24 Stage 2 Mini Game Design Week 15 03/08/2025 |
5. Sound Effects and Background Music
Before reaching the final step, I try to find the music that suited for the game. For my mini game, I only need this 3 sound that essential into it, which are background music, jump sound and ding sound once counter number changes. I followed the music Gawai recommended to me, same with her game.
Music List :
- Background Music : Lobotomy Corporation OST
- Jump Sound Effect : Mario Jump
- Counter Sound Effect : Ding Sound
Fig 3.25 Audio Setup Week 15 03/08/2025 |
After the sound is inserted and the volume has been adjusted, I tried to code the button toggle from the pause menu. It was quite simple where we just use audio listener because it was a global component so all music would be muted on it.
6. Final Stage - Ending & Connect Level
For the final phase, I started to linked the stage 1 into stage 2 level. I applied trigger for the box collider in the platform to make user go to the page I named along with the delay time.
Fig 3.28 Level Changer Script Week 15 03/08/2025 |
For the finish page, I added up flag to be triggered the ending. I have designed 2 ending and connect it through my purify counter script. If the total enemy rendered is not 10, the player would failed to complete the mission and need to restart it again.
Fig 3.29 Flag Trigger and Component Week 15 03/08/2025 |
This is the new UI Design I made for the ending in Figma. To make the difference, I implemented the red color when the player didnt render all the enemies.
Fig 3.30 UI Design Win / Lose Page Week 15 03/08/2025 |
In order to apply this features, I have updated my purify counter script and set the number to 10.
Fig 3.31 Updated Purify Counter Script Week 15 03/08/2025 |
The purify counter script is gonna updated the value from stage 1 until stage 2. In order to make the value stay like for example in stage 1, I have render 4 enemy, in stage 2 it should display 4/10. I implement it using the script below.
Fig 3.32 Purify UI Setter Script Week 15 03/08/2025 |
Unresolved Problem
- Enemy still giving damage after the final phase where it supposed to be not. I have tried every tutorials and it still wont work unless I destroy the game object or collider using keycode.
- If Player Falls, It's going to respawn point first and play the death animation before respawn animation. Due to health bar reach zero is timed well already, I can't change the animation state because it's gonna broke the player hurt damage animation.
Document that Contains Tutorials made by me to help Gawai test functions :
FINAL OUTCOMES FINAL PROJECT : PLAYABLE GAME
Contribution :
Develop The Mini Game from scratch to finish.
TRACY VERSION
Published Game in Netlify : https://projectleftforgotten-theminigame.netlify.app/
Notes :
- Please minimize the screen for better view
- Play Patiencely. If press K too fast, sometimes the purify counter doesnt work :"), along with more bugs.
Google Drive Folder :
My Own Game :
Video Walkthrough
Fig 3.34 Final Outcome Video Walkthrough - Mini Game by Me Week 15 03/08/2025
GAWAI VERSION
Google Drive Folder :
Gawai Wakthrough Part :
Link : https://youtu.be/C2U0wIARng0
Notes : She have the puzzle features and NPC interactions. The mechanic overall same like mine which is to render the enemy.
Fig 3.35 Final Outcome Video Wakthrough - Game Made by Gawai Week 15 03/08/2025
FEEDBACK
Week 15
- We can still present on the next week and make sure to finish the game on time.
REFLECTIONS
Working on this project has been a super insightful experiences. Starting from the first week until the final week, I do see how much different for my skills to build the game. To be honest, this was the hardest project I encounter from the whole semester because everything is a code and with my limited coding skills, it was truly a nightmare to do this project.
I realized that this project is more than logic code rather than focusing on game visual. Sometimes, the code would crashed each other and we need to be smart enough find out what caused it. This make me appreciate game developers on how they was able to build the game without errors.
Altough the game is far from perfect, I was grateful to learn pretty much from it and be able to finished it with no errors. I wish if I was smart enough, I could have built more functions and different mechanics as well.
Last, I want to thank my groupmate, Gawai for trying hard do her own game too, and then AI, along with lecture tutorials that have been useful and without it, I wont able to complete this project. Probably this modules has made me able to do the basic build game at first and in the future, I'm eager to see how much I can do more.
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