Games Development - Final Project : Playable Game


9.7.2024 - 30.7.2024 (Week 11 - Week 15)
Tan Yi-Tyng (0353327)
Bachelor of Design (Hons) in Creative Media
Games Development 
Final Project: Playable Game



INSTRUCTIONS



FINAL PROJECT

Instruction

Students will integrate their art asset to their game development and produce a fully functional and playable game.

What's Been Done in the Final Project

  • Level 3 (map layout, knife launching)
  • Player sound effects (run, jump, attack, death)
  • Sound effects (collect key, activate falling boxes, checkpoints)
  • Background music
  • Animate the characters (police and player death)
  • GUI
  • Replace the default blue background color
  • Add player health bar 

Level 3

Continue with the previous Task 3 that the Level 3 map layout was incomplete, hence I continue working on it and also adding a new trap in this level to increase the difficulty of the level. The trap involves knives launching out from the wall, moving either horizontally or vertically. Players need to find the right timing and precision to pass through without being hurt by the launching knives.

To implement this, I searched online for knife assets, ensuring that the design stands out and is clearly visible. Since most knives are grey, they might blend into the game grey background. After finding a suitable knife asset, I placed it in the game where it would launch out, then created a script to activate it. This implementation was not difficult with the help of AI, which provided instructions on how to do it.

Fig. 1.1 - Knife Launching

Fig. 1.2 - Knife Launching Script

Fig. 1.3 - Screen Recording of how the knife launching work 

Player Health Bar

Initially, I thought having checkpoints in the game was enough, but Mr. Razif recommended adding a player health bar to improve the game experience and increase the challenge. Without a health bar, repeatedly respawning at checkpoints was making the game less competitive. Surprisingly, implementing the health bar was not as hard as I thought. By following a step-by-step tutorial, I created it, and it works perfectly fine.

Fig. 2.1 - Player Health Bar

Fig. 2.2 -Player Health Bar Script

Fig. 2.3 - Screen recording of the the health bar work

Death Animation

In the previous prototype, I forgot to add the death animation for both the player and enemies. It wasn't until I received feedback from my friends that I realized the issue. They mentioned that once they lose the level, the game immediately returned to the checkpoint, making it too fast and causing them to miss how the player died. Based on this feedback, I added death animations for the characters in the animator and modified the script to ensure it works correctly.

Fig. 3.1 - Adding Player Death Animation

Fig. 3.2 - Adding Player Death Animation Frame

Fig. 3.3 - Police Death Animation 

Replace blue background

Based on the previous prototype, if there was nothing in the background, the default blue background was visible. To address this, I created a grey-colored image, imported it to the tile palette, and then applied it to the areas in the background that the player might pass through or see.

Fig. 4.1 - Issue of the default blue background

Fig. 4.2 - Replace it with the Grey Background

Game User Interface

Moving to the next phase, which is designing the user interface, I created the design in Illustrator and used some images taken from online sources. I have a total of seven user interfaces. Additionally, I added scene transitions with fade-in and fade-out effects.

Fig. 5.1.1 - Working GUI process in Unity

Fig. 5.1.2 - GUI manager script

Intro scene 
This is the first scene that the player will see when they enter the game. It has Quit and Start buttons. By clicking the Start button, the player will transition to the Story Cutscene.

Fig. 5.1 - Intro Scene

Story Cutscene
This is the story cutscene that uses engaging dialogue to explain the story behind the game. The player can click the skip button to move to the next line.

Fig. 5.2 - Story Cutscene

Level Menu
This is the level menu scene. Players are only allowed to complete the first level before they can enter the second level, and then proceed to the third level.

Fig. 5.3 - Level Menu Scene

Tutorial
Before starting the game, this scene provides information on how to control the player. Once the player is ready, they can enter the game.

Fig. 5.4 - Tutorial Scene

Game Over Panel
If the player's health bar is depleted, the Game Over Panel will be triggered.

Fig. 5.5 - Game Over Panel

Level Completed Panel 
If the player collects the key and triggers the exit door opening, the Level Completed Panel will appear.

Fig.5.6 - Level Completed Panel

Wining Panel
This Winning Panel will appear once the player has completed Level 3. It's different from the previous levels as this is the final level.
Fig. 5.7 - Wining Panel

Sound Design

I added sound & music as the final touch for my game. Turns out its wasn't as complicated as I thought and it enhances the overall player experience by providing important auditory cues, feedback, and immersion.

List of sound effect:
  1. Running 
  2. Jumping 
  3. Death 
  4. Attack
  5. Collect Key
  6. Door Opening
  7. Box Failling
  8. Checkpoint
  9. Game Over
  10. Winning 
  11. Level Completed 
Fig. 6.1 - Sound Effect & BG music

Fig. 6.2 - Audio Manager Script 

Fig. 6.3 - Sfx Manager Script

All 3 Levels

Below is a recap of how each level will look and the game mechanics involved:

Level 1 

(Total of Two Floors)

Number of Enemies: 1 Police

Traps & Game Mechanism:
  • Spikes
  • Blades
  • Two checkpoints
  • Player Health Bar (4 HP)
Fig. 7.1 - Level 1


Level 2 

(Total of Three Floors)

Number of Enemies: 2 Police

Traps & Game Mechanism:
  • Spikes
  • Blades
  • Moving Platform 
  • Two checkpoints
  • Player Health Bar (5 HP)
Fig. 7.2 - Level 2

Level 3 

(Total of Six Floors)

Number of Enemies: 3 Police

Traps & Game Mechanism:
  • Spikes
  • Blades
  • Moving Platform 
  • Falling Box Activation
  • Knife Launching
  • Five checkpoints
  • Player Health Bar (7 HP)
Fig. 7.3 - Level 3

Publishing

After completing all the level designs, the next step is to move to the build settings and prepare to export the game file. 

Fig. 8.1 - Build Settings

Once the export is complete, I then upload the file to Netlify.

Fig. 8.2 - Deploy to Netlify



FINAL SUBMISSION

Game Link (The Great Escape - Prison Break) :

Google Drive:

Link To Game Document:

Game Design Document (PDF)

Video Presentation:

Final Project: Video Presentation (The Great Escape: Prison Break) 

Video Walkthrough:
https://youtu.be/VFmFk8GeFws

Final Project: Video Walkthrough (The Great Escape: Prison Break)



REFLECTION

Hooray! We've come to the end. To be honest, it was a surprise that this module became my favorite. In the beginning, I struggled to come up with ideas and was constantly worried that I wouldn't be able to make the game work by the end of the final project. I'm glad I decided to abandon my initial game idea in the first stage proposal and focus on one game objective and background setting. Although I don't have a strong background in C#, using chatgpt helped me save a lot of time and work more efficiently. I feel lucky that the whole process of creating this game in Unity went smoothly, and I didn't encounter any errors that prevented the game from running. I was also surprised by how motivated I felt while working on this project. Even when facing errors in Unity, I was determined to find and solve them, if not, I wouldn't be able to sleep at night.. Overall, I learned a lot through this module. Having a good foundation in Unity from the previous module (Experiential Design), really helped me work more efficiently in this module.
   

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