Documentatio + User Guide


Concept Document VS The Real Thing:

My original idea was to make a 'parody' of a platforming game. Essentially taking generic tropes, and then poking fun at them. In the end, there wasn't a whole lot of that going on. The game turned more into a 'kaizo' style game than a straight up parody. The kaizo style does bring a bit of that parody feeling, but perhaps not as much as I originally anticipated. I went for more kaizo style in the end as I found it easier to implement and get some sort of game working from. The main form of the parody style that is implemented comes from the players 'thoughts' that give you feedback and teach you about the game as you play, but it is quite minimal in terms of a parody feeling. Overall, the game stayed fairly in-line with the original idea, with it being a pixel art platforming game. I didn't add as much functionality as I perhaps would have liked due to time restrictions and perhaps being a bit unrealistic for my capabilities as of right now (things liked adding a boss level, there IS multiple levels but it doesn't go as far as a boss).

Feedback:

Whilst creating our games, we ran a testing session for the class. I created a google form of a simple questionnaire to get feedback on where my game was at so far. The main pieces of feedback I received and worked on are:

  • scrolling background being jumpy and buggy
  • in the first disappearing floor part, if the player held right, they could land straight on the reset button and bypass the players thought
  • people liked the kaizo/'troll-y' feel of the game
  • people liked the tutorial style level with the players thoughts
  • character movement was a little slow
  • sprite doesn't flip (always faces one way)
  • player sprites and platforms not really matching

For the scrolling background, I eventually just ended up removing it and having a static background that follows the player.

To fix the disappearing wall part, I added an invisible wall that ensure the player couldn't keep moving right as they were falling. This ensures that they land on the player thought trigger.

To fix the character movement, I simply bumped it up.

Haven't fixed the sprite not flipping (yet).

I changed the character sprite to a new one that better matches the rest of the game.

Asset List:

A couple of different background images:

these were just images used as the background of the game, a few different ones for different levels and title screens etc.

These backgrounds were taken from:

https://www.freepik.com/premium-vector/pixel-art-game-background-grass-sky-cloud...

https://assetstore.unity.com/packages/2d/environments/2d-pixel-art-background-10...

Character Spritesheet

A spritesheet that was used for the player and enemy sprites. This was taken from pinterest https://www.pinterest.com.au/pin/532832199655432018/

Enemy

A simple enemy that goes back and forth on a platform. The sprite used is taken from the referenced spritesheet. The enemy kills the player on contact and dies when its head is jumped on

Next level button

Brings up a level complete scene when jumped on. This allows players to go back to the main menu or to the level select menu to then select the next level.

Player

The player's sprite is from the referenced spritesheet. The player is the character being controlled. It has simple movement of moving left and right and a jump. The player dies when falling down the holes or when it gets hit by an enemy. The player can kill enemies by jumping on their head.

Text

There is multiple text boxes that are hidden until the player walks on a trigger. These text boxes are used a the player characters 'thoughts' that essentially teach the player how to play the game. 

Boundaries

These are just simple boundaries to stop the player from going outside of the game world. They're just walls set in place with no sprites.

Text triggers

These trigger which text boxes to display when entered by the player 

Tile map

This tilemap makes up the game world. The levels have multiple copies of the tilemap to have different functions. There is one for the platforms, one for the disappearing floors and one for 'filler'. The tilemap was downloaded for free from the unity asset store. It was made by user Cainos. https://assetstore.unity.com/publishers/40001

Respawn barrier

This simply respawns the player when its hit (at the bottom of the level for when the player falls). It does this by simply reloading the scene

Cinemachine cameras

The cinemachine camera that's in unity. This was used to be able to adjust some deadzones and offsets for following the player

Font

The font used was downloaded for free from the unity asset store. It's called Thaleah_PixelFont



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