Game Development - Task 3
Name : Ivy Chung Ai Shin
Course : Bsc Of Computer Science (Hons)
Weekly Plan :
Week 8Start Game Prototype
- Player Animation
- Enemy Animation
- Player Mechanics
- Enemy Mechanics
- Tiletset Arrangement
Week 9
Continue Game Prototype
- Replicate For Other 5 scenes
- Forest
- Volcano
- Space
- Snow
- Cave - Final Boss Attacking Mechanics
- Scene Management
- Fix Technical Bugs
Week 10
Document Game Prototype
- Finalise game mechanics
- Document Gameplay
- Reflection
Task 3 Progress
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| Image 1.0 - Importing Assets |
I first started off by importing all the sprites and assets into unity. From there , I then added the first Dino , desert background and assets into the scene to see how it will look like. I also adjusted the size of the player and assets accordingly. I also added collider to the ground that will make Dino to stand on it. This is the scene where player will be introduced to the gameplay tutorial and mission that they will be going.
Next , I created a parallax effect for the background by arranging the background layers. I also coded the parallax effect logic that will adjust the camera position.
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| Image 1.2 - Player's Animation Transistion |
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| Image 1.3 - Animation Arrangement |
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| Image 1.4 - Player's Attack Animation |
As for the attack2 (long range attack) , Dino is expected to shoot fireballs from its mouth. Therefore , I created a separate animation for the fireball. I also set a fireball holder folder that will hold all the fireballs and a fire point where it gets shoot out. A projectile script is created to code out the logic that will allow the fireball to shoot out.
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| Image 1.5 - Fireball Animation |
Two animations is created for the fireball which is its idle state and explode state. The explode state will only be initiated when it hits the enemy.
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| Image 1.6 - Enemy's Animation |
The next step is to develop the enemy animation and movements. Similarly to Dino , I created the animations for the enemy and it is expected to have 4 state of movements which are idle , attack , hit and death. I also added tiletsets into the game scene and added colliders around them.
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| Image 1.7 - Enemy' Animator Control |
Then , in the animator controller , the transitions for each state of movements are also set such as setting the hit and death trigger. The same logic is coded out to ensure a smooth transition.
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| Image 1.8 - Enemy Patrol Control |
Here , I also created a patrol state of the mob. This is where it allows the mob to move right and left and that it will only attack when player is in its boundaries. I added rightEdge and leftEdge as well the virus game object as the child under VirusHolder. An enemyPatrol script is created that will instantiate the logic behind the virus patrolling.
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| Image 1.9 - Dino's Hit & Death |
After developing the attack mechanics for the virus , I ensured to update the death and hit state for Dino as well. I also proceeded to make prefabs for both the virus and player so that I can reuse it for the next scenes. Here , I also created a health system for both Dino and the mob that consists of 3 lives and that each damage reduces by 1.
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| Image 2.0 - Sprite Resolver |
After searching on how I can reuse the same animation to be applied for the other Dino of different design. I figured to use the Sprite library and resolver. that will allow me to reuse the created animation for both Dino and the mobs.
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| Image 2.1 - Desert Scene Arrangement |
I moved on by creating the next scene level which is the Volcano scene. I did the same for the Volcano scene from the Desert scene but of different assets.
Similarly , I continued on to the Forest scene. Applying the same concept , I used the sprite library to change the Dino version as well as the mob.
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| Image 2.3 - Space Scene Arrangement |
Moving on the next scene which is the Space scene is where the concept slightly changes. I had to create another new animation and controller for SpaceDino. In this scene , SpaceDino is expected to fly continuously forward and that player is allowed to control Dino up and down. Thus , I created a new animation controller and script for SpaceDino. As for the attack , SpaceDino will be shooting laser tags forward.
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| Image 2.4 - Space Enemy |
As for the space mobs , it is designed to move towards Dino as it flies across the map. It applies the same concept from the other scene , it will attack Dino as it enters into their range.
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| Image 2.5 - Final Boss Scene |
Before the game ends is where Dino will meet and fight the final boss in the snow. As for the final boss , it is expected to have 5 state of movements which includes moving , attack1 , attack2 , hit and death. I had created a separate script for it to handle a different logic for its attack mechanism. The final boss is designed to move towards the player and perform attack1 and attack2 as the player is in its range.
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| Image 2.6 - Last Cave Scene |
Lastly , Dino will be reaching into last scene which is the cave scene where it will encounter the enchanted gem that will combine all the 5 gems that it has collected throughout its journey. I have created animation for the enchanted gem that will make it have a sparkle effect.
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| Image 2.7 - First Start Scene |
I decided to add in the starting scene of the game that the player will be encountering at the start. This is where Dino will be expected to hop into a portal that will bring it into a whole new world.
Moving on , I continued to add the health bar and meat bar UI for Dino. The meat and lives are also spawned randomly in the map where Dino can collect them.
Prototype Presentation :
<< What's Next >>
- Re-design Dino's Hit Sprite
- Implement GUI elements
- Re-design forest background
- Game Audio Design
- Final Boss's Health System
- Implement Dino Eating Sprite
- Fix Bugs




















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