GAMES DEVELOPMENT / TASK 2: ART ASSET DEVELOPMENT & GAME PROTOTYPE

Fadil puthiya madathummal peedikakandy / 0354579 / Bachelor Of Design (Hons) In Creative Media

Games Development


Assets
I've already created some assets for the presentation, but I still need to develop sprite sheets for the main characters and enemies, as well as design the game maps.

Srpite sheet
Main Character: The next task is to create sprite sheets for the main character. These sheets will include all necessary animations, such as walking, jumping, attacking, and idle poses. Each frame is  designed to ensure smooth, fluid motion that captures the personality and style of the character.

Idle animation

Run animation

I've refined and made another run animation because the first one wasn't smooth

Run_final



Enemies: Similarly, detailed sprite sheets for the enemies are a work in progress. These will encompass a variety of actions, including movement patterns, attack sequences, and death animations. The diversity of enemy designs will add depth and challenge to the gameplay.

Level Layouts: Work has begun on designing the maps for the game’s levels. This involves creating intricate layouts that balance platforming challenges with combat encounters. Each level is crafted to provide a unique experience, with varied obstacles

Environmental Assets: In addition to layout design, environmental assets such as background elements, interactive objects, and decorative details are being developed. These assets contribute to the immersive atmosphere and help bring the neon-soaked world of Noir Purgatory to life.


Designing the map



Initial Testing and Setup:

  • Completed initial testing of key bindings, platform setup, collider functionality, and background map design.

Next up is to make the jump animation and code all the directions for the player to move left, right, jump and die

First up, i did the jump animation

And added this into the input map and space key and implemented the code into the player script


Jump Animation and Player Movement:

  • Created the jump animation for the player.
  • Integrated the jump animation into the input map and mapped it to the space key.
  • Implemented the movement code for jumping and direction changes (left, right, jump, and die) in the player script.
  • Verified that the jump and direction changes work correctly during gameplay.
next up is creating the enemy

First up i drew and designed the enemy-run animation

Now i added a collider to the enemy and named it killzone


Next up i want to do the enemy script, player script and the Killzone script. So I made 3 separate scripts for each

enemy script

Killzone script

Player script (death)

Now the death part works and the player respawns in the map. i have to make a death animation for the player



Now let's test it

I can move properly and the enemy in also visible on the map

When  the enemy's knife collider(Killzone) hits the player, the player dies and triggers a death animation I've made before

Next up ill make the kill/attack animation for the player, and then the player hits the enemy. the enemy have to die.

so first up I've made the attack animation for the player in photoshop


Next up i have to make an attack collider and trigger the enemy death when I press the attack button.

so far this is the progress. I've been trying to make this possible but no matter what i do I keep getting errors and I've been trying to fix that


After countless hours of trials and errors, I finally implemented the attack animation when I press the f key. At first it didn't work because the player script had errors with each other and I had to rewrite the script once again in a more cleaner way


Next up I have to implement the attackarea collider to the enemy which didn't work no matter what i tried because there were soo many errors and the game kept crashing


I experimented with more collision layers and tried implementing different collision layer within the player for the main collider and the attack collider


I did the same with the enemy and tried various methods of different typed of colliders such as area2d, sprite2d, animatedsprite2d, staticbody2d.

the one that worked the best was staticbody2d however i still haven't fixed the problem with the attack collider to implement the enemy to die. I sat down, worked literally 9 hours straight in one sitting to solve this issue and eventually I came up with a solution where I use the staticbody2d as the collisiondetectionbody like this


I changed the script again and until Somehow did the enemy script properly that connects with the player



Next up In the player script I have to implement the proper way that i press f, the attack animation happens, collide with the enemy and the enemy dies.

After hours of trial and error I finally fixed the player script as well


Now the enemy dies when I attack and afterwards I made a lot of changes, added more platforms (4 layers in level one)and finally made a somewhat working prototype


Enemy death animation



Prototype video link - https://youtu.be/FeYq4W_WbTM

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