Games Development - Final Project
Games Development - Final Project
Our goal for this final project is to finalize our game, which we have roughly prototyped. By the end, the game should be playable, functional, and interactive. I did most of the coding by following YouTube tutorials, especially from a YouTuber named Brackeys, and made corrections with the help of the lecturer and ChatGPT. I started with the basic elements, such as player controls, landscape setup, collectibles, health and mana systems, and enemies. It took a lot of time to code these, as all these elements are interconnected, making it easy for bugs to occur. All the assets and visual effect sprite sheets were drawn by myself, so it took me a relatively longer time. Throughout the development process, I also realized that some game mechanics were unnecessary and could cause confusion. Throughout the process, I also encountered some bugs that I spent a lot of time resolving. As a result, I made adjustments to the gameplay. The document will be attached at the end of this page.
Player control
Environment
Prefab
UI
Some visual effects
In addition, I created the main menu, pause menu, and game over UI to help the player navigate. I also designed a title scene before the level starts, added dialogue with NPCs, and implemented an inner monologue UI to help the player understand the flow of the game and the story behind it.
Intro
Pause Game
Game Over
Dialogue
BGM and SFX
Below is a list of scripts that I have implemented in my game:
Player
- PlayerController (Move, Jump, Double jump, Ground check, Short-range attack, Respawn point)
- PlayerHealth (Max health, Health bar)
- KnockBack (Knock back force X & Y)
- ManaSystem (Max mana, Mana bar)
- Bullet (Mana ball settings)
- ManaBall (Fire point of long-range attack)
- Slime (Move, Detection range, Attack, Health)
- Bat (Move, Detection range, Attack, Health)
- Ghost (Move, Detection range, Attack, Health)
- BossFight (Move, Detection range, Attack, Health, Projectile, Attack cooldown)
- Projectile (Projectile from boss)
- PauseMenu (Pause the game, Resume, Menu, Quit)
- GameOver (Restart, Menu, Quit)
- TextTrigger (Dialogue, Text popup)
- SceneTitleManager (Scene title)
- ManaBar (Player mana system)
- HealthBar (Player health system)
- Witch (Move close the witch to trigger dialogue)
- HealthCollectibles (Heart that increase health)
- KeyControl (Key to unlock portal)
- ManaPickup (Mana ball that increase mana)
- PlayerProgress (Crystal collected, Activate summoner)
- SceneController (Switch to the next scene)
- BackgroundScroller (Background scrolling in main menu)
- CameraFollow (Camera follows the player)
- DeathBoundary (Boundary of the map)
- FinishPoint (Finish point for each map)
- FloatingHealthBar (Floating health bar on enemy)
- ParallaxBackground (Moving background)
- PortalTrigger (Trigger that open the portal)
- MonsterSpawner (Monster spawn during boss fight)
Now, I will briefly introduce what happens in each level and scene. For more details, please refer to my game documentation!
Game Documentation
Main Menu
- When the player first enters the game
- Option to either Play or Quit the game
Chapter 1: Missing Memories
- Goal: Defeat the monster, allocate the vases to reach to the next level
- Attack: Short-range and long-range attack
- Monster: Slime, Bat
- Collectible: Heart, Mana ball
- Interactable: Inner monologue
Chapter 2: Lost Stars
- Goal: Defeat the monster, collect 3 crystals to summon the final boss
- Attack: Short-range and long-range attack
- Monster: Slime, Bat, Ghost
- Collectible: Heart, Crystal, Mana ball
- Interactable: Summoner, Inner monologue
Chapter 3: Abyss of Darkness
- Goal: Defeat the Darkness
- Attack: Short-range and long-range attack
- Monster: Slime, Bat, The Darkness
- Collectible: Heart, Mana ball
Boss Fight: The Darkness
The End
- Goal: Find and chat with Astra
The End
Link to my game - Infinity: https://infinitybyszeching.netlify.app/
Infinity
Walkthrough
Video Presentation
To be honest, I dedicated the most effort to this module compared to all the others I have taken this semester. As a game enthusiast, I have always dreamed of creating an aesthetic game. This was the hardest module I’ve ever taken, but it also gave me the greatest satisfaction. The process of creating a game from scratch, without any prior knowledge of Unity or C#—involving ideation, creative thinking, development, and publishing the game within three months, was not an easy task. I felt confused, frustrated, zoned out, relieved, glad, and ultimately satisfied. Although the time given was limited, I did my best. However, if I had more time, I would have liked to make it even better. For example, I would explore different gameplay elements such as various weapons, more mind-skill puzzles, more challenging enemy, an interactive environment, enhanced animations, and more. However, the progress I have made so far is already a significant achievement. The final outcome is a big milestone for me and has given me more confidence for my future journey with Unity. It feels like dealing with a child—annoying and challenging at times yet sometimes bringing me happiness.
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