Game Development - Task 2
Name : Ivy Chung Ai Shin
Course : Bsc Of Computer Science (Hons)
Week 5 - Week 7 (21/5 - 4/6)
Content :
Lecture
- Week 5
- Week 6
Task 2
Plan :
Week 6 - Design assets , characters and background - Done
Week 6 - Design assets , characters and background - Done
Week 7 - Do animation for characters
1. Finalize Game Assets - Done
- Other small assets - rocks , etc...
- GUI elements
2. Animation - Done
- Character's Movement
- idle
- jump
- attack 1 (slash)
- attack 2 (shooting)
- attack 3 (fireball)
- attack 4 (blueball)
- hit
- death - Mob's Movement
- idle
- attack (slash)
- hit
- death - Boss's Movement
- attack1 (slash)
- attack2 (shooting)
- hit
- death - Collectible Asset Animation
LECTURE
This week , we started with Unity. Mr Razif had introduced to us the basic settings of Unity starting from the main camera. In the main camera , we can adjust the camera by increasing or decreasing the size. Additionally , we can also change the background colour.
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| Image 1.0 - Main Camera Setting |
To start off , we just need to add 2D object under sprites. In class , we just need to create a simple 2D platform game. With that , we just add the character object and a platform underneath.
Our first task is to allow the character object to fall onto the platform using gravity. In that case , we just add RigidBody 2D as the component.
In the RigidBody2D settings , we can set the mass for the object , linear drag , angular drag , gravity scale and more. However , in this practice , we will just be adjusting the mass to allow the object to have mass and fall with gravity.
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| Image 1.2 - Add Component |
In the RigidBody2D settings , we can set the mass for the object , linear drag , angular drag , gravity scale and more. However , in this practice , we will just be adjusting the mass to allow the object to have mass and fall with gravity.
Another setting that we can have is the collider 2D. In this setting , we can set a collision around the object , thus if anything that were to collide with the object , it will be reflected or bounced back. We can also adjust the collider around the object differently , but the default setting is set following the object shape.
Exercise 1 :
After learning the basics , our given exercise was to create a simple catapult game by applying the Collider 2D and the RigidBody2D. I first set the ball a heavier mass and the character a lighter mass. The catapult is formed using a triangle and a cube object where it has a collider set. On the right side , there will be 3 sets of cube object set as the obstacles. As soon as the ball falls onto the other end , the character will be thrown to knock down the obstacles.
Exercise 2 :
The next exercise we explored is using a 3D platform. We followed the instructions from pdf attached below and constructed the following game.
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| Image 2.0 - Game Scene |
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| Image 2.1 - Main Camera |
The third step was to adjust a custom layout that allows us to easier locate and view the game scene and the main camera. By following the instructions , we just need to set the layout to "tall" and drag the main camera below the game scene. Additionally , we can set the right side column to "one-column layout" and save as our custom layout.
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| Image 2.2 - Custom Layout |
The next half of the exercise , we will be exploring on how to code for the game. We first need to create a C# script file that will allow u to apply our code. Our first task is to build a PlayerController which allows us to control the car movement. Then , we can make a car move forward by calling Vector3.forward. We can also set a speed for the car by setting the speed as a public variable.
Next , we learn how to allow players to slide the car left and right using the keyboard controls. We set horizontolInput and verticalInput using the Input.GetAxis function calling both horizontal and vertical parameters as that is the input from the keyboard that it recognises. Then , we can add into our movement function.
Lastly , we can also learned how to make the car rotate left and right that simulates the real car movement instead of sliding. All we need to do is just change Translate to Rotate function and that Vector3 class will be up instead.
Challenge 1 :
Following the instructions , I have resolved the bug issue and also set the game scene.
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| Image 3.0 - Plane Game Scene |
I then set the plane to move forward by setting Vector3.forward.
I also set the main camera to follow the plane as it moves forward.
Task 2 - Asset Design
Following the proposal , I have proceeded and continued to design the 2D pixel game characters , assets and also game background. Using "procreate" , I have created canvases of 50x50 px for every game character and assets meanwhile 256x144 px is created for the game background.
Game Characters
Main Character - DinoDino has various versions that are based on the map theme.
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| Image 1.0 - Desert Dino |
Desert Dino will be in orange colour that represents the desert colour theme.
Volcano Dino will be in grey with some crystal behind its back that represents the grey volcanos.
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| Image 1.1 - Forest Dino |
Forest Dino will be in green colour that represents the forest theme.
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| Image 1.2 - Volcano Dino |
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| Image 1.3 - Space Dino |
Space Dino will be wearing the space suit along with a jetpack as it will be flying across space.
Enemy Characters - Virus
Non-Player Character - Bird
The NPC bird will be the character that guides Dino along its journey.
There are also various virus versions that are based on the map theme. However , in the snow map is where the final boss will appear.
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| Image 2.0 - Desert Virus |
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| Image 2.2 - Space Monster |
Final Boss - Virus Nemesis
Collectible Gems
These are the gems that are collectible by Dino himself that consists of 5 gems in total. Dino will have to collect all 5 gems from each map and then combine all 5 to open the portal back to his world.
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| Image 3.0 - Desert Gem |
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| Image 3.1 - Forest Gem |
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| Image 3.2 - Space Gem |
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| Image 3.3 - Volcano Gem |
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| Image 3.4 - Final Gem |
Collectible Elements
These are collectible elements by Dino which includes extra lives and meat that Dino can consume that will increase his abilities.
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Image 4.0 - Lives
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| Image 4.1 - Meat |
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| Image 4.1.1 - Full Ability |
Game Background
There will be a total of 6 backgrounds. The desert , volcano , forest and snow background are all hand-drawn. However , the space background will be a downloaded asset. To note , this game is also a platform game whereby the map will have parallax effects in which the background moves slower than the foreground.
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| Image 5.0 - Desert Background |
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| Image 5.1 - Volcano Background |
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Image 5.2 - Space Background |
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| Image 5.3 - Forest Background |
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| Image 5.4 - Snow Background |
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| Image 5.5 - Cave Background |
Game Tiletsets
Each map theme will have its own set of tilesets while the space theme will not require any tilesets. The snow map will only require one floor tileset as it is the final stage that Dino will be encountering the final boss. However , the cave tileset will be downloaded assets.
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| Image 6.0 - Desert Tilesets |
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| Image 6.1 - Forest Tiletsets |
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| Image 6.2 - Volcano Tilesets |
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| Image 6.4 - Cave Tiletsets |
*I am not planning to utilize all of the cave tiletset provided as I will only take some of the tileset to make the floor platform for the cave.
Game Environment Assets
There are also additional game environment assets to be added into the game such as cactuses , rocks , signboard and etc. The game assets will be partially hand-drawn while some will downloaded assets. These are not the complete set yet as there will be more to be added into the game.
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| Image 7.0 - Cactus |
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| Image 7.1 - Signboard/CheckPoint |
This signboard will be the spawn checkpoint in each map for Dino to respawn whenever it dies so that users wont have to restart the game.
These are some fireball FX that will be taken to be used for Dino's attack.
This is where users have the option to either pause , continue or exit the game.
Non-Player Character
Enemy Characters
Final_Boss's Animation :
This is the gun Dino will be using in the space theme.
Game Animation Effects
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| Image 7.6 - Enchanted Gem |
Dino will meet this enchanted gem in the cave as its final destination to go back to its own world.
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| Image 7.7 - Portal |
This is the portal Dino will enter from its own world to the digital world.
Game Animation Effects
There will be some effects in the game such as the effects from the attacks of both Dino and the mobs. In this case , most of the FX will be downloaded from the free assets pack in unity as well as other sources such as craftpix.
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These are the short range attack as well as the hitting FX effect.
Game GUI
These are the game GUI elements that players will be able to select in the game.
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| Image 8.0 - Game Menu |
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| Image 8.1 - Death GUI |
Users will see this as soon as Dino dies.
These are the colour coded menu bars for the GUI.
Do note that the sprites of these movement applies the same for all of the Dino's version except for Space Dino. Space Dino will only have three movements which are floating , hit , and death. There will be no attack movement for Space Dino as it will be holding a gun to shoot instead.
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| Image 8.2 - Menu Bars |
These are the colour coded menu bars for the GUI.
Game Parallax Background
I have ensured the game background is horizontally parallax.
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| Image 9.0 - Desert |
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| Image 9.1 - Volcano |
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Image 9.2 - Space |
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| Image 9.3 - Forest |
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| Image 9.4 - Snowy Moutain |
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| Image 9.5 - Cave |
Game Sprites
Main Character
Dino will have a total of 7 movements that includes :
- Idle
- Long Range Attack
- Short Range Attack
- Run
- Hit
- Jump
- Death
Dino's Sprites :
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| Image 10.0 - Dino_Idle_Sprites |
The inspiration behind Dino in idle mode is it will be bouncing up and down with its eye shutting down as it is about to go to sleep at the end due to boredom.
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| Image 10.1 - Dino_Jump_Sprites |
Dino's whole body will move up during jumping.
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| Image 10.2 - Dino_Hit_Sprites |
Dino will be pushed backwards with its being closed that represents the feeling of pain.
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| Image 10.3 - Dino_Run_Sprites |
Dino's tiny feet will be moving up and down as it run.
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| Image 10.4 - Dino_LongRangeAttack_Sprites |
Dino's long range attack is him projecting fireball from its mouth thus it will have its mouth open wide and its tail being pushed downwards.
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| Image 10.5 - Dino_ShortRangeAttack_Sprites |
Dino's short range attack is using its tiny claws to slash the enemies along with its body movement moving forward for the attack.
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| Image 10.6 - Dino_Death_Sprites |
Dino will slowly vanish into thin air as it dies.
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| Image 10.7 - SpaceDino_Floating_Sprites |
Space Dino will be floating up and down with its jetpack.
Dino's Animation :
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| Figure 11.2 - SpaceDino_Animation |
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| Figure 11.3 - VolcanoDino_Animation |
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| Figure 11.4 - SnowDino_Animation |
NPC's Sprites :
The NPC bird will just be flying on the air thus the movement replicates it flying like a bird.
NPC'S Animation :
NPC'S Animation :
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| Figure 12.1 - NPC_Flying_Animation |
Enemy Characters
The viruses will only have a total of 4 movements that includes :
- Idle
- Short Range Attack
- Hit
- Death
Do note all the viruses will have similarly 4 movement but each have their own version for different movements.
Desert_Virus's Sprites :
The desert virus will have teeth biting as it attacks.
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| Image 13.1 - DesertVirus_Moving_Sprites |
The desert virus's movement is just simply wiggling its hands.
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| Image 13.2 - DesertVirus_Hit_Sprites |
Desert Virus will be pushed back when it gets hit with its eyes closed temporarily.
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| Image 13.3 - DesertVirus_Death_Sprites |
Desert Virus will slowly vanish as it dies.
Desert_Virus's Animation :
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| Figure 14.4 - VolcanoVirus_Animation Forest_Virus's Sprites : Forest Virus will open its mouth that replicates it trying to gobble as it attack. Forest Virus will also get pushed back with the change in expression as it gets hit. Forest Virus's will have its outer layer of its skin to wobble as it moves. Forest Virus will vanish as it dies. Forest_Virus's Animation : |
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| Figure 15.4 - ForestVirus_Animation Space Virus will have its leg moving as it floats replicating an octopus. Space Virus will get pushed back with a change in its expression as it gets hit. Space_Virus's Animation : |
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| Figure 16.3 - SpaceVirus_Animation Final_Boss's Sprites : The final boss's long range attack is having its both arms up to shoot lasers. The final boss's short range attack is having one hand up with its sharp claws to slash. The final boss will be clipping its claws and moving its four feet horizontally.
The final boss will also be pushed back and closes its one eye to represent pain. The final boss will slowly vanish as it dies. This sprite consists of total 9 frames. |
Collectible Assets
These collectible assets can be collected by Dino and it will be spawned randomly in the game. Therefore , the floating animation will simulate the gem being collectable.
Collectible Gems Animation:
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| Figure 18.0 - Desert Gem |
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| Figure 18.6 - Meat |
Game Design Presentation
Reflection
In the past 3 week , it had definitely not been easy for me in particular. I have taken most of the time understanding the assets that I am capable of drawing and what assets I am not. I have decided to take on the challenge to draw most of the game assets myself and I eventually did it. The first week , I have started off by drawing the characters and game assets. Then , the second week , I drew the game background along with the game tilesets. Drawing the game background was particularly hard for me as it entails a lot details that has to be drawn pixel by pixel. On the third week , I had then proceed to make the sprites for the characters. This was also definitely a challenging task as I had to make frames for each characters all manually. However , along the way , I have learned so much about my strength and weaknesses. I am also glad to have gain knowledge on making sprites and draw in pixels. Nonetheless , there are so much room for improvement and growth.
<<< What's Next >>>
- Finalize Game Layout
- Game Introduction/Tutorial
- Game Prototyping
- Boss Attack Sequence
- Game Audio Planning
- BGM
- Player's Sound Effect (Death , Attack , Collecting , Hit )
- Mobs's Sound Effect (Death , Attack , Hit
- Final Boss Sound Effect (Death , Attack , Hit)









































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