Games Development / Task 1
06.04.2023 - 21.04.2023 (Week 1 - Week 7)
Abigail Kartika
Darmowinoto / 0350525 / Bachelor of Design in Creative Media
Games
Development / Taylor's University
Task 1 : Game Design Document
OTHER POST:
Game Development / Exercises
Task 1 : Game Design Document
Task 2 : Art Asset Development
Task 3 : Game Prototype
Final Project & Portfolio
Final Compilation & Reflection
PRACTICAL
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1) Passable door (with trigger by making the door inactive)
- make cube add 2d box collider
- check the box is trigger -> later can be passed through (a trigger will be passed and activate something)
- make empty game object (to make it easier can color it (click on the icon on right panel))
- from the empty game object - make collider to become the trigger
- Check the doorTrigger as "is trigger" - then check whether the object can pass through or not.
- Uncheck the trigger for the door
- Make C#Script or doorTrigger - create component - new script
- Script:
- Drag the door game object to the script
- Result:
2) Door Animation
- Object - Window - Animation Panel
2.1) Door_idle : no animation - always set as default
2.2) Door_Open : record - move
- Result:
2.3) Door_Close : record - move
- Go to animation folder, uncheck the loop time
- Duplicate doorTrigger, move
- Script: (shorter ver.)
3) Collecting Items
- Image - drag to assets folder
- Insert image, box collider, is trigger
- Script:
4) Collecting Items to Trigger Function
now each time you want to access from different script just type player and add dot
- assign the character
- make script to make if collect "item", open "door":
- in the player script:
5) the coin method
- single -> multiply - apply
- sprite editor:
- make the object prefab assets by dragging it to the assets folder.
- check is trigger if collectibles
- create script:
- make the assets disappear after collected, replace game object.setatice to Destroy(gameObject);
6) coin counter
- connect the script first
- add script:
- assign character
- check from console
- can change into: *so no need to assign character 1 by 1
7) make door open in certain number of coins:
9) following camera on the character
- window - package manager - unity registry
- Cinemachine - install
- right click - cinemachine - 2d camera
- drag character to follow
10) visual feedback
- idle animation, make it not looping
- another animation (collected), make it not looping
- sprite: color, under the object collected animation - change the alpha
- script:
- access to other script public Animator keyAnim;
- Assign the player anim
11) making the gem disappear
- script
- destroy script and add duration; Destroy(collision.gameObject, 2);
- add animation event
- result:
WEEK 9 (01/06/2023):
1) Create empty game object - rename into spawnPoint
add sprite-circle, add rigidbody2D and circle collider2D
add as the prefabs
2) script
on the player control script add these codes:
public GameObject bullet;
public GameObject spawnpoint;
public float bulletspeed;
Add Instantiate code under start:
Instantiate(bullet, spawnpoint.transform.position, spawnpoint.transform.rotation);
3) To add key command
under update,
4) Add script for the bullet speed:
public GameObject theBullets;
theBullets = Instantiate(bullet, spawnpoint.transform.position, spawnpoint.transform.rotation);
theBullets.GetComponent<Rigidbody2D>().AddForce(spawnpoint.transform.right * bulletSpeed);
5) Destroying the bullets:
Destroy(theBulelts,2);
//2 is basically the second
or make a script that can be adjusted easily on the UNITY
Script:public class DestroySelf : MonoBehaviour
{
public float duration;
void start()
{
Destroy (this.gameObject, duration);
}
}
*for door, make sure to check the apply root motion
6) Make a new enemy character:
- Create new sprite - Capsule
- Add Rigidbody 2D (Check Freeze Rotation) and Capsule Collider 2D
- Tag it as enemy and rename as Enemy
- New Script: bulletControl, put under bullet (to destroy enemy and bullet under collision)
7) Add enemy HP
Under enemy - add script named enemyControlyou can now add enemy health in under enemy.

WEEK 10 (08/06/2023):
1) Making a gem power up (movement speed) - instant effect:2) Making a gem power up (movement speed) - collected effect:
- the GemPowerControl script:
- the playerControl script:
3) Enemy able to attack
- make new script under enemy
- script:
- images - drag - animation file
- add circle collider 2D, rigid body 2D
- make as prefab as usual - delete
- under the enemy before, drag, and put on bullet.
5) make the enemy animated
- create idle position animation (animation, add new) and attack
- Animator:
- Remove the shoot(); previously and "Add animation event" on UNITY, add shoot
- Make bullet spawn so it doesn't collide with the character:
- empty game object
- edit the enemy control script, don't forget to assign the bullet
6) randomizing bullet position:
7) Character HP
-player control script
-wheel blade script
- add sprite
- box collider 2d, is trigger
- new script (ShieldControl):
- edit the wheel blade control script
- edit player control script:
WEEK 11 (22/06/2023):
Today we continued on the practical:
1) Creating fireball spawning
- create the assets, again, make it as prefab
- add the script, which later you can change on the platform
preview:
- edit the script:
- preview:
3) Randomize bullets
- add 3 bullets
- add this script
- preview:
4) make it fall when character within the range
- move the invoke within startSpawn
- on update add the startSpawn
- add box collider 2d on the spawn trigger component
FEEDBACKS
Week 4 (28/04/2023):
- Game 1 seems a bit confusing and have not really strong connection each others
- Can further improve game 2 even it seems mainstream
- Can add some Indonesian elements to the game 2
- Game 3 a bit difficult.
I'm so excited to finally get into the ideation part of the game. Really looking forward on making the game. Since I'm still learning, I didn't want to force myself to be unrealistic, I want to make myself do a work that's realistic and beyond my skill.
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