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Showing posts from November, 2020

2D Digital Practice - Finish tile and general development - Week 6

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Finish Tile   As the game development completion is almost finished, I will be focusing on the finishing title, which is a sprite that the player will be greeted as soon as they get to the end of the level. How I will achieve this is by making the message a sprite, and making some special effects so that as soon as you complete the level, particles will fly across the screen, making it feel more rewarding. After I make the message and special effects, I will put them into a prefab so I can use it along with my finishing script so that when you collide into a specific tile, the sprite and effects will be shown. Here's an example of what it will look like in the game. I've decided to make the design the way it is because the bloody background will represent the blood of zombies, and the particles represent flare particles which is what you need to collide with to get the finish tile to be activated. General Development Overall, the development of the game is coming well quite eff...

2D Digital Practice - UI Development - Week 5

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  For this week, I have started making the menus for the game that the player will navigate through in order to get to the level along with the pause menu. For the main menu, I've made the play button bigger than the exit considering the "Play" button is the most important button for a menu when it comes to playing a game. I've made the background based on the university to make the visuals more relevant to the theme of the game, hence why I've also included the blood splatter across the screen. The level select background is different compared to the main menu due to the fact I wanted to symbolise the Play button as going into the university and the level select background is one of the building walls of the university, which is now turned into an evacuation zone. I thought putting an evacuation zone notice on the wall with blood would build the immersion of the outbreak towards the player.  How I've achieved this is by importing buttons onto the canvas, chan...

2D Digital Practice - Animations - Week 4

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  This week, I've been making animations for the characters of the University of Infected so that the character sprites have a movement animation for when they're idle, or moving Left, Right, Up or Down etc. How I have achieved this is by making animation controllers which is similar to a prefab, but animations. The controller will have a variety of nodes which is different functions for the animations. I've made it so that the Idle animation will automatically play for the player but if a movement input has been triggered, then it will swap over to the walking animation until the key is no longer pressed. This is one of the examples of the animations that I have implemented for the player. The 1st 2 sprites are for the idle animation and the other 2 is for the movement animation.

2D Digital Practice - Implementing some game mechanics - Week 3

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  I have started implementing some mechanics to the University of Infected, which includes the health bar, having some enemies roam around the map and pickups which provide the player health. This is the health bar I've implemented into the game which functions via a script that enables the player to have a certain amount of health, and once they collide with an enemy, they will lose a certain amount of health. I wanted to make sure that the UI was simple and readable as it's one of the most important UI, hence why I designed it the way I did with the shape and colour scheme. However, I wanted to make the colour scheme fitting towards the games art style. This is a Health Pick Up which I produced so that if the player was to go into one of these pickups, a particle effect will play and it will give the player a small portion of health by increasing the health bar. I've also implemented the enemy into the game which follows the player and attacks them by colliding with them ...