18.06.2023 - 19.06.2023 (Week 11 - Week 16) Abigail Kartika Darmowinoto / 0350525 / Bachelor of Design in Creative Media Games Development / Taylor's University Final Project & Portfolio
After all the main mechanism of the game are done on the prototyping phases, such as walking, attacking, jumping, double jump, ground, monsters are done, I proceed on doing the rest. I kind of regret I didn't do much on the prototyping phase, which make me have to work extra on the finalizing phase.
First I continued on doing the animation. This is the second longest part where I did because I didn't really understand how things work that time. So I did a consultation on about the animation, also the clock ticking part.
Sir also suggested me to make a better animations cause mine feels like to weird, thus I did so.
For the clock ticking part, I was asking on how can I do that, like how can I set an anchor point of a sprite, and sir guided me and I finally be able to make that part (when I tried on a rectangle because I haven't finished on my assets).
Moving forward, I continued on finishing my assets. To be honest this is the longest part.
Since during the prototyping phase I noticed my background didn't fit well with the width and height of the game, I decide to recreate it by creating 2d square sprites and fill in the width and height as required.
After that, I came up with a size number. Upon re-creating my stages background I didn't want to waste my time by creating new pieces, instead, I reuse the elements I did previously. Though there are some elements that I made new, like the decorations and ground, it didn't take out much time than doing it from 0 again. So here's the output:
Meanwhile, for stage 3 I didn't do much since I'm already okay with the design, just fixing up the platforms:
I also did some upgrade on the character appearance also the items, so it has more Indonesian vibes, like adding batik pattern in their clothes:
After all of my assets are done, the first thing I do is setting up 40% of the backgrounds, also replacing the characters. At this rate I'm still doing still character, no movement.
I play tested it again and again until I see whether it works or not.
Moving forward, I proceed on doing the character animation again since I redraw my character. I also thought that to make the change weapon feature, it's easier to do when I attach all the weapon on the same file, thus I did that.
Sprite editor - skeletal body - bones - again ugh. Repeating the same thing twice, but in the end I did it once again. So here's the preview. Now my character is 2, even I delete the first character or destroy it, UNITY still won't acknowledge the character.
Stuck there and I started on doing the stage 2, so here's my output:
While waiting for the consultation session, I placed the remaining art assets of the scene (background, platform) thus, re-checking things using my old character. Here're the preview:
I also placed the orbs and gave the circle collider to be prepared for the next steps.
Fixed up the issues, and thus proceeding to deal with animator again, retried several things over and over again until things are really fixed for the character and movement, now what left need to do is fixing the attack value, ui hp bar, vfx, sfx, for the in-game. During the time I also asked sir about the attack value, also ui hp bar since I didn't know how to reference a value from another assets, thus I waited again and stuck.
Got a reply from the consultation, thus I got the answer and good news, sir gave me extension due to his unavailability that time, and finally I solved the problem. Thank you sir :"
Now that my attack value and ui hp bar worked, time for me to continue on the other thing.
I continued on finalizing the boss - which I haven't really worked out on him yet, and also the attack enhance orb where the one I make only functioning as showing the art assets, no attack value yet since I was waiting for the solution back then, also the hp orb.
I made the attack buff orb - permanent value for the first orb. Struggling on referencing again, I asked on perplexity's help, and idk why for several times I copy pasted - retried the code it just won't work, so I tried to go back from 0 again and ask Perplexity 1 by 1 and finally I did it, as you can see the attack value is increasing.
Since I did 1 for the first attack orb, I did it for the other also but this time with different value. Now that I understand the code, it's easy to be done.
Next thing, I did the hp + orb, again my problem is always with referencing, and after several attempts, I did it also.
Back to the final boss again, I made it spawn the soulblaze like the other minion, but the thing is that it always spawn underneath the gameobject, and since it illogical to make it spawn there, I moved the game object as an ordinary game object, not spawned.
Now that I'm done with the orbs, and the final boss, I planned to make another improvements. Like I stated before in my proposal, I want to have that color changing function when I collected the soulblazes, which sir said it's good but we still don't know how to do it back then. I want to challenge myself this time on doing it.
So my logic is to make a rectangle which used to cover up the stages (since I'm doing the stage 1-3 on the same scene), and reduce the opacity out of it. the code will be to reduce the A value of the RGBA. I believe it'll work if the logic is there(?)
So each value of soul blaze will reduce opacity of 5, or smaller (need to be tested).
So I asked perplexity to translate my logic into code, and tried it on UNITY. It didn't work, yay:(! I noticed that perplexity code is using materials not game object, while I didn't really know on how to use material thingy.
After 3 hours-ish(?) working on it I almost gave up and close my laptop :D But then, I reopened my laptop at night and started to make things out from scratch with mix and matching codes from perplexity, and turns out it worked... and I'm so happy that it worked.
Now the issue is that as I said before, the boss soul blazes are separated not like the other soul blazes, so I have to give a different treatment for it, so I decided when character collide on the collider, it'll destroy the square, which is the logic is when more soul blazes collected, the light will be brighter, and the amount of soulblaze given from the boss are 10, so that's makes sense, also it's the death of the boss, so it's a very strong reason.
Moving forward I created the final scene, where player release the soul blazes. So I decide to make a rectangle which later can be made as a trigger when player collide on it, the soul blazes value will be -50 (total of the soul blazes collected from all stages). It worked. But then I think that what if the player only collect the soul blazes < 50, it will be (-) value, so I set the min amount and max amount as 0 and 50, so how many soul blazes collected even it's - by 50 it'll still be 0.
After I complete with all of the game scene, next thing to do is that I planned to make the how to play guide, so I'm planning of just making a basic game scene, so it'll be simpler.
Next thing is to attach the required sfx and vfx, so here's my progression:
Final thing, I created the soul blazes assets, here's the preview. BTW I got the template from here.
So I began to edit and reset the soul blazes as the previous format and re-attached it to the minions.
After everything done, I add the vfx, which I got from UNITY assets store:
So upon finishing, the last thing I did is to export it to webgl:
So the problem is that the texts are too small, so I resized my canvas to 1920.1080, for each stages, thus, re-export it again:
Everything is all good now, thus, here's my submission:
At the first step on continuing from the prototype phase, I haven't completely understand the mechanism of UNITY yet, until I stepped on the second week (almost submission time). I started to understand how to do the coding. Practice makes perfect. Most of the time what I struggle with is with how to write the coding. I understand the logic completely but don't know how to write it on the coding language. Glad there are vast Youtube tutorials exist out there, as well as AI such as Chatgpt and Perplexity. However, only using them aren't enough. You need to understand the fundamental and mechanics of how UNITY logic's work, and with plenty of practice, I know one can achieve them. Due to the extension sir gave me, I was able to add more feature on my games which I did it on short amount of time, but still I did it, and I'm proud of that.
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