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Weekly Journal 11 - November 24, 2022

Artun Çimensel

Team's progress:

We made good progress since last week. Pouria finished the tree enemy for area 2 and added the dodge ability on the area 1 boss which looks really cool. Michelle created the aerial drone enemy sprites for area 2, and finished the different stages of the big tree in the Hub area of the game. Jason has been working on level design and Ray is working on environmental sprites for area 2 and some new sprites for the crow enemy.


Area 1 boss dodge mechanic:



My contributions:

So far we only had 1 scene in our game which was the Corrupted Forest level we had made. I mentioned in last weeks journal that I wanted to add a cinematic when entering the boss room in area 1 but I put that on hold and decided to create the other scenes and a way to store information across different scenes in the game, since it is more of a priority.


I created 2 new scenes. One is the empty area 2 level with the tile grid set up which needs to be filled out before the Beta due next week, the other is the Hub area where the player can reach the other areas from. I used the parallax forest background from area 1 in the hub area and filled it out with tiles. I think this background makes more sense here and will probably replace the area 1 background to a different one. I found new background music for the new areas and added them.


I placed a temporary cube in the hub and another in area 1, touching them allows me to travel to the other scene. I created a singleton class that isn't destroyed on load so that it sticks around in all of the scenes. I refactored a bunch of code and moved some data in other scripts to the singleton class. Information like players health, orb count, whether they killed a specific boss or not, or if a transition animation has already been played will be remembered throughout the game. I thought about using a static class so that I don't need to get the instance of the singleton on every script that needs its info, which would have saved time, but I needed to access the data inside at runtime in the inspector for testing so I kept it as a singleton. I created the tree animations using the sprites Michelle made, set up the animator and added the tree in the hub. Using the values in the singleton like whether a boss was killed, I play certain animations when the player comes back to the hub. It has all the transitions even though the bosses haven't been fully created yet.


You can hear the BG music in this video and how health and orb count persist across scenes.



Reflection:

I think things are progressing well, I will draw in the tiles for area 2 by this weekend. We have the tree enemy ready. The sprites for the drone and the area 2 boss are also ready. Will see if Pouria has time to finish those in Unity, otherwise I can help if needed. If Pouria can work on the monsters, I'll work on adding new parallax effects to area 1 and area 2. I'll also look into the hit stop and camera shake on hit to make compact feel more impactful. We are nearing the end of the game, we decided we will have area 1, 2 and the boss area. After the beta we need to finish the final boss and polish the game which is doable in the next 2 weeks.

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