15.04.20 - 26.07.20 (Week 1 - Week 15)
Tamara Audrey Saputra (0335846)
Games Development
Final Project
Instruction
Final Project
Game Proposal
In our first week, we were told to come up with a game idea for our final project. I came up with this proposal which was inspired by a movie called Exit.
After sometimes, the mechanics of the game slowly changed because I realize it was too complicated.
The changes can be seen in the current Game Design Document (GDD).
Game Design Document
Level Designs
fig 1: Level 1 Design - Sketch
fig 2: Level 2 Design - Sketch
fig 3: Level 3 Design - Sketch
Creating Assets
After noting down all of the needed assets, I proceed to make the spritesheet and objects on Illustrator.
Character Design
fig 4: Character process
fig 5: Character process
fig 6: Character Spritesheet
fig 7: NPC Spritesheet
Environment Design
Below are the assets I created for the levels. It includes the obstacles, collectibles, background, decorations as well as the game's UI.
The visual themed of the game is inspired by the cyberpunk. Thus, the color chosen revolves around purple, teal, and pink. The set itself is an abandoned high-rise building.
fig 8: Objects Process
fig 9: Environment Process
fig 10: Obstacles Assets
fig 11: Collectibles Assets
fig 12: Stages Decorations
fig 13: Start Scene Environment
fig 14: End Scene Environment
UI Design
fig 15: Start Menu
Fig 16: Win Panel
Fig 17: Game Over Menu
Fig 18: Pause Menu
Fig 19: Control Instruction Panel
Coding in Unity
Level 1 - Level 3
I then import the assets into Unity and arrange the tiles one-by-one and wrap them with box collider to serve as the character's platform. After having the basic layout done, I proceed with adding the obstacles and the boxes/TV. When all the obstacles are already in its place, I will playtest it to make sure that it is do-able and see if anything can be further adjusted. This process repeats until I find that it is good enough.
At the same time, I also write the script and make sure that everything is working together and check if the conditions are correct or not.
After that, the collectibles are added to guide the player while in the level.
fig 20: Unity Level 1
fig 21: Unity Level 2
fig 22: Unity Level 3
The most time-consuming part of these scenes is checking if the Z-index of the tiles are 0 or not and also making sure that everything is on the correct sorting layer or not. It's a small task but can get really frustrating at times.
While making it, I initially added the knockback effect when the player hits a spike but then it can get annoying when he bounces and accidentally hits another spike. Hence, I changed it so that when the player receives damage, he directly respawns at the closest checkpoint. I find that to be more fun when played.
On a side note, for the last level, I actually wanted to add an obstacle where an animation of gas will rise from the bottom of the level when the player reaches 1/3 of the level. However, due to time constraints, I decided to let go of that idea.
Starting Scene
This is the into of the game where the start menu and the prolog of the game take place. Player will be shown the controls of the game upon clicking START and when they approach the NPC, it will indirectly explain the context of the game and the main objective of it.
fig 23: Unity Start Scene
fig 24: Unity Start Scene
Ending Scene
This is the last scene where it gives closure to the story. As the objective of the game is to reach the rooftop to be rescued. The spotlight is the light coming from the evacuation helicopter. The NPC is the start is also placed here to give that story continuity and also acts as a bait so players will go under the spotlight. When the player reaches the spot, it will trigger the congratulation panel, and the game finishes.
fig 25: Unity End Scene
Character Movement
The most important part of this game is getting the character movement correct and feels right. Although it's far from perfect, here are the screenshots of the process behind it.
fig 26: Unity Character Movement
fig 27: Unity Character Movement
Adding Sound
The finishing touch of the game was to add the music and sound effects. I gathered free audio from several different sources and added them to the game.
fig 28: Sound List
For the last scene, I combined the sound of a helicopter and the main song to give an idea to the player that a helicopter is waiting for them without visually showing it as the composition doesn't feel right when added.
02.04.19 - 02.07.19 (Week 1 - Week 14) Tamara Audrey Saputra (0335846) Advanced Typography Exercises Lectures Lecture 1: Introduction to Advanced Typography 02.04.19 (Week 1) The class started with a brief introduction to the module outline and what to expect in the coming 13 weeks. We're then assigned into groups to do a short presentation regarding our given topic - Axial. Moreover, we were also shown several good examples of our seniors' projects to give us a rough idea of what's good and bad. Lecture 2: Typographic System 09.04.19 (Week 2) This week, we were introduced to the 7 Typographic System. Our group presented the Axial System. The following is the compilation of the whole class presentation. Lecture 3: - 09.04.19 (Week 3) No lecture is held this week. We focused on refining our work and were briefed about the next exercise. Lecture 4: Compressed History of Roman Alphabet 23.04.19 (Week 4) In today's class, some of our c...
14.05.19 - 21.05.19 (Week 7 - Week 8) Tamara Audrey Saputra (0335846) Advanced Typography Project 1 - The Troublemakers Manifesto (Key Artwork) Lectures Lecture 7: Designing Type 14.05.19 (Week 7) In today's class, several of our classmates presented a presentation regarding Designing Type. We then continued with our first project, Troublemakers Manifesto key artwork. Lecture 8: - 21.05.19 (Week 8) No lecture today. We continued with our key artwork and started developing our collateral. Instruction Project 1 - The Troublemakers Manifesto (Key Artwork) In this project, we were expected to create a key artwork of an upcoming conference called The Troublemakers Manifesto: A Design Colloquium . The key artwork will later be used across the collaterals. The collaterals range from: Poster (Statistic and Animated) Invite (Interactive) T-shirt, Sticker, Pin Badge, etc We were also provided the meaning behind The Troublemakers Manifesto...
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