Supporting documentation
Reflection -
The final game contains all the mini games I intended to create. However I had planned on implementing different difficulties/modes, but I ran out of time because I was focusing on finalizing/getting my main mini games to work. The additional difficulties/modes I intended on adding along with the normal mode were, hard mode and timed mode. I had also intended on creating all of my sprites, UIs and Tile maps, but once again I ran out of time, however I was able to design/create the sprites/assets within the actual gameplay (player, enemies, objects...) which I found to be most important.
Summary of feedback -
- In the coin drop, player is a bit too slow or the play area is too large - My thought to fix this was to take the suggestion of reducing the play area.
- Gameplay in mini games could be longer - I thought that I could extend the gameplay by increasing scores needed to complete the games and I also made more enemies spawn.
- Shooting game could make the bullet shoot faster - Easily increased the bullet speed.
- Slow the movement in the shoot game to encourage the use of the dash function - Reduced player speed.
- Bug spotted where the spawners in the shoot game can be shot and destroyed - I Turned of the box collider on the actual object, not sure why I added it to the spawner in the first place.
- Adding boundaries would be helpful to stop the player from leaving the screen - I brought the boundaries in towards the middle, which also reduced the play area.
Asset list -
- Player sprite sheet (regular, and shooter w/ shooting animations)
- Player prefab
- Playershooter prefab
- NPC sprite sheet (similar to player)
- Slug sprite sheets
- Slug prefab
- Spawner prefab (for slug shooting mini game)
- Object spawner prefab (for coin drop mini game)
- Animator
- Animator controller
- Tile pallete
- Grid
- Canvas
- Panel
- Button/text legacy
- Text mesh pro
- Scene switcher
- Endgame listener script
- Player score
References -
ChatGPT. (2024) Assistance with creating C# scripts for Unity project. Personal communication, 20 October.
Andelrodis. (n.d.) 1-Bit Game UI Pack. itch.io. Available at: https://andelrodis.itch.io/1-bit-game-ui-pack (Accessed: [today’s date, e.g., 23 October 2024]). (this was used for button sprites)
User Guide -
Title: Hero Gooby
Controls: WASD for moving, in the shooting mini game you have additional controls which are, mouse clicking for shooting and space bar for a dash function.
Gameplay: The player has to go through three different types of mini games to complete the whole game. You start in a maze where you find a lost NPC, you then proceed to a coin dropper game where you catch the falling coins, and finally you end the game shooting monster slugs spawning from a trash can.
The title screen
Mode selection - I should have named it differently since I ran out of time to create other difficulties/modes.
A user guide for the controls.
A panel outlining the task before each mini game.
The maze gameplay, where the NPC is found.
A panel to indicate to the player when they successfully completed the level.
The coin dropper gameplay.
The shooter gameplay.
Files
Hero Gooby
Status | In development |
Author | AFnnausco05 |
More posts
- Testing45 days ago
- Polish and UI54 days ago
- Game Testing55 days ago
- Presentation/Graphics59 days ago
- Enemies, Interactions, and Puzzles67 days ago
- Basic Level Blocking74 days ago
- Player Movement80 days ago
- Game Concept90 days ago
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