Final Product
Hi, so yeah the game is done, it feels good, but I still wish I had more time do make it even better. Anyways time to compare the finished game to the design document:
Differences between the final game and the design:
Concept statement:
(Previous concept statement): In this multiplayer game, players will have to progress levels by solving puzzles and completing platforms. Players will need to learn to trust each other… or learn that their friends are massive trolls and just like to watch them suffer. Players will also need to choose their characters carefully, as each character plays differently from one another, not always in a good way.
So this concept statement is largely still accurate to the final game. I have elements of trolling, multiplayer, different characters that are sometimes just worse than others, the only thing that really stands out is the fact I said that players will solve puzzles, which there is an element of that in my game, just not as strong as this might suggest, more on that in a sec.
Genre:
So the genre is largely the same, again except that puzzles aren't as strong as a theme. Although there are puzzle elements, it's less about solving actual puzzles and more about figuring out how to move on in the best way you can. The main reason why this is the case is because puzzles were quite hard to design considering the multiplayer element and the character selection. I needed to design the levels around all possible character combinations, so there wasn't much wriggle room for puzzles. In the future I might have made a separate gamemode that changes the levels you play depending on what characters are chosen. This would allow for actual puzzles to be made. However, in the sketchy single player mode there are some heavier puzzle elements (again still not what was originally planned).
In terms of the paragraph I wrote under the genre in the concept devlog, I said that puzzles would be the main way to test character's abilities. Refer to what I said earlier, but also I had planned to do a little more for each character, more on that later.
Audience and competitive analysis:
The first sentence I wrote there still completely complies with my game. If you can manage to convince someone to play with you, you'll have a great time, but if you're by yourself, you'll have an ok time really. The second sentence is (hopefully) true, I think I designed the levels so that anyone could beat it with relative ease, only problem is that me beating a level first try without struggle, doesn't mean it's easy. However, based off what I've seen of other people, it should be good. The target audience is still anyone, because it should be easy enough to be beaten by anyone, and the other themes fit this audience too, it's really for anyone who finds platformer puzzle games fun. The different character theme is definitely strong in this game, as the 3 character really do play different from each other. With more time I might have made even more uniquely played characters. I also think that the 3 characters are not balanced, as the little white robot having a lasier is way too strong, and the purple frog just isn't good enough compared to the white character. However, this was intentional as stated in the concept document, they have completely different play styles despite playing in the same level.
Game treatment:
The first sentence is completely still true, you and a friend choose a character out of 3. The second sentence, however, not so much. I am talking about the red character here, and although half of it is true, you can jump high and run fast, the box picking up ability is absent. This is something that I would have added if I had more time, however, I had to scrap it for now, as the main gimmick of this character was the fast speeds and high jumps. The rest of my description is, again, mostly true, he is good for fast paced movement, just doesn't have the box picking up ability, which wasn't really the main aspect anyway. Again, the main reason for not including this was because of a lack of time to implement it. The next part is me talking about the purple frog. I planned to add actual water to swim in which would have made this character a lot more fun to play as. However, due to actually wanting to finish this game, I decided to scale back this idea. I made a new thing called mist, which is essentially water droplets in the air in certain sections. This means the other 2 characters die, just the purple character doesn't jump high, move fast, or even have floating boxes to push. The main reason for not making this was the lack of time, and scale back on ambition, as creating mist is a lot easier and quicker. The next section talks about the small white character, in which is largely true to the actual game. The only difference here is that I talk about killing enemies, which I had originally planned to add. Take a wild guess at why I didn't make them. Yeah I ran out of time, but this didn't really matter as the white character still had the burnable boxes.
Game treatment of level design:
Ok here we go for a big part of the game. So the first thing I said was that you and your friend could play as the same character, or any combination as it shouldn't really matter. This is still true in the final game as it is possible to beat the whole thing with all 6 combinations. In fact I actually have a message at the end encouraging you to do just that. I've also said that some levels are designed to be easier as some characters and harder as others. This is so very true bro, as this is mainly seen in level 3. Level 3 is very easy for the purple frog as all you're really doing is moving to the right occasionally doing very easy parkour. However, as the other 2 characters, you have to narrowly dodge the mist as you go and it get's quite hard. Level 2 is another good example, as due to the red character's good movement, he can clear the level with ease, compared to the purple frog who struggles it. I've also mentioned that you could make it easier for your friends. I very much implemented this and more, because in some areas it's easier for you, if your friend opens up an area, like in level 5, but your friend also has the ability to make you do harder parkour, or even troll with the camera. I gave an example as well, but this obviously didn't happen due to the lack of water. It was more the white character that had the ability to help out. I ended it off talking about enemies, which didn't happen due to budget cuts, and an achievement system. The only reason this didn't make it into the final game was because of a lack of time to implement it.
Key features:
There are most certainly different playable characters with unique style of gameplay. Even the red and purple characters, although they often go in the same areas, they play differently due to their different move and jump stats, as well as water surviving abilities.
There are also most definitely multiple levels, and they also test each character's abilities. In fact, in level 5 alone, each ability is tested.
There is local multiplayer, 2 players max, however, I added a bonus single player mode, so I actually extended this feature.
Achievements did not happen due to the lack of time. It's annoying because I don't think it would have been too hard to make this as well. I guess there are silent achievements, in that I encourage you to beat the multiplayer mode with all 6 combinations, and there are multiple secret spots in the single player sandbox for you to reach.
The are certainly platformer elements, and also light puzzle elements. I am being slightly too harsh on myself because there are technically puzzles, its just their not difficult at all, and so easy that you might not even consider them puzzles. Like if figuring out to shoot a circle with your lasier is a puzzle, then I guess this counts.
Concept art:
The concept art for level design was largely accurate. The overall art style was quite similar to pico park, but was more detailed, yet simpler than bloody trapland 2. In terms of the levels themselves, in pico park, the levels are very simple and empty, compared to mine which are more detailed and (more) complicated. In terms of bloody trapland 2, my levels weren't as big, but probably took as long to beat them, if not a bit shorter depending on your skill level. Overall, I was going for a simple to learn, but with many mechanics sort of feel with levels, which I managed to capture quite well. It could have been more accurate however, if I had more time to add more features. In terms of the colour scheme, I was going for what was in the bloody trapland 2 screenshot, with whites and light blues. I actually did this really well in level 1 and the title, I just decided to make it much more darker in later levels, and change the colours a lot. This was done because I had initially thought of many levels to add, not just 5. So because I only had 5, I decided to condense my plans down, so that's why the colour change is a bit more extreme. This decision was made because of time constraints, as well as it made it easier for me to design levels, as each level had their own theme.
Concept art again:
In terms of the character design, because I had made the original art myself, for both the concept design and final product, they largely turned out the same. Although, not shown in the design document, I had already thought of the colours I wanted for them soon after, so deciding their colour wasn't too hard. I chose the colours I did because they're simple, and just felt right to me I guess. In terms of the red character, I made his legs longer, and made him more angry by changing his eyes and mouth slightly. The purple character was a bit of a nightmare, however, it had already taken me ages to make the legs in the concept art, but it took me waaaaay longer in the final product. I also made him side on, as this fit the consistency of the art style better due to the fact the other 2 were side on as well. Also it made animating his feet easier, as one wasn't floating in the air. I also made his eyes more frog-like by making the pupils sideways, I also gave him more of a frown, although there was no real reason behind that. Lastly, the white character stayed mostly the same, only having a slight difference in the head piece, by making it more detailed, as well as the lasier, making it more detailed.
Testing:
So I've received a lot of feedback not only from the testing session in week 12, but on other testing sessions too. The absolute vast majority of the feedback I got surrounded the fact that the game was looking good, both in terms of how fun it was to play and the art style. However, one of the biggest pieces of feedback I received was on sound. At the point of the week 12 testing session, there was not a lot of sound, in fact there was none, so I don't know why I said not a whole lot, but I'm too lazy to go back and change it. Anyway, from the feedback on sound, I had ended up adding a lot of sound to the game. This includes characters sounds, through movement as well as rusting. I also added the occasional sound in hit targets and getting checkpoints etc. This was really needed as it helped give the player an audio cue for doing something. I also added background ambience instead of music, because I really really don't know how to make music. But the ambience worked out well because it gave atmosphere to the game.
Testing multiplayer:
As I had expected, everyone who tested the game played it by themself, so due to no one's surprise, 100% of the people who played the game played by themself. Although I had expected this, it was still annoying because I would've got people to test the multiplayer aspect, ie, the trolling and fun elements with a friend.
Testing completability:
Sadly at the time of the test, there was a WebGL bug with the checkpoints. I say WebGL because it worked perfectly fine in unity, just not the WebGL version, so it slipped under my nose. This is why most people responded saying they didn't beat the whole game, even though it was possible, it was much harder without checkpoints. However, I did observe that people completed the first few levels with relative ease, aside from the one case where confusion surrounded level 2 and its buttons. I never realised that the buttons might be confusing, so I made some heavy changes in the final game. The teleport and box reset buttons looked the exact same, so I changed their colour. I also flipped the box reset buttons to make them look more buttony as someone had pointed out that it didn't really look like a button. I also made their colours really contrast with the background to make them stand out more. Luckily I didn't need to consider colourblind people that much, because I'm colourblind myself, so if I could see it, I reckon most other colourblind people could too. I also adjusted the levels many times, as people were struggling on certain jumps, so I made them easier. Not so easy that you might do it first try, but so you could make it without too much struggle.
Testing confusability:
Other than buttons, I also had feedback given on the mist, as it was kinda confusing. Although I had described in the game what mist is and that it is deadly, it wasn't immediately obvious how it was deadly. In the first level it's pretty obvious that the purple character could survive mist so I didn't worry too much on that. However, for the red and white characters, I added a rust effect and sound to make it really obvious that something bad was happening. I also made it so that the rust sound got louder as you got more rusty to really show the urgency of the situation, as well as providing an indicator on how much time you have left. I had also observed that a few people entered the single player game first, despite me labelling the multiplayer as 'main game'. So I decided to make it even more obvious to new players, as I provided a message if you click of sandbox saying how this is really a bonus mode. I also re-labeled the buttons, to instead of saying multiplayer (main game) and single player (sandbox), I swapped them around making it even more obvious (so main game (multiplayer) and sandbox (single player)).
Testing more confusing level 2ness:
While observing I discovered that if you destroy the burnable blocks, you have to way of knowing how to bring them back, if you can at all unless you accidentally stand on the button. So to fix this I moved the button to the edge of the first jump, so you have to press it in order to make the first jump. This ensures that players are extremely likely to press it when the boxes are destroyed.
Other feedback'n'stuff:
So pretty much everyone found the game fun and enjoyable with most of the game's aspects viewed positively. There were, however, some bugs found. Some of them I knew about, but some were WebGL specific such as the broken checkpoints. There were also some UI problems, as I hadn't set if up properly in unity for different people's screen sizes. I easily fixed these bugs as well as changed the UI in the final game to match anyone's screen size. The main aspect people seemed to like was the white character and the different areas to go. Although I didn't have time to make more characters or more areas, reading this feedback that real people genuinely liked my game really helped motivate me to keep on going and finish the game. This would probably be the most impactful bit of feedback, as although I probably would have finished the game all the same, I wouldn't have enjoyed myself, and it quite possibly would have taken longer to finish, therefore missing quite a few features.
Asset list time babyyyyy:
Ok so I have a pretty big asset list so here we go:
Graphics / animations:
Ok so the first section is on the graphics and animation. Firstly, I drew all graphics myself, outside some of the default ones unity provides, such as the platforms, mist and burnable boxes (although I changed the size and colour and alpha of them so I dunno if that counts). I also made all of the particles myself using unity's particle system. Outside of that, All graphics and animations were done by me, so no referencing needed here.
Checkpoints:
So there are a total of 3 different checkpoint assets used. At first I had used unity's triangle thingy, but I remade it to be glowing. I will talk about checkpoints more later, for now is just the graphics. The first sprite is a long diamond that glows. The purpose of this is to show to the players that this is an uncollected checkpoint. The second sprite is the same as the first except it is half green. This sprite's purpose is to show that 1 out of 2 characters are present in the checkpoint (not in single player). The third sprite is fully green and is used to show that the checkpoint is active, and this happens when both players enter it (also not in single player).
Doorway:
The doorway sprite is simply supposed to show to the player that it is a tunnel entrance or doorway, or end goal basically. It doesn't change or anything so thats it.
Targets / lightable objects:
So this was made in unity, but I'd thought I'd mention that I made it light up in colour to show when you've hit the target with the lasier.
Mist:
I realise although they're not really assets, I thought I should mention the visuals of the other objects here, despite being made entirely within unity. So the mist is blue and slightly transparent. This was done to show that it is watery, and hopefully misty.
Platforms:
So the platforms including the ground are the same colour (mostly but in level 1 the platforms are different to make them stand out more) so I'll treat them the same. The reason they are grey is because it makes them stand out. Most things in the game are quite colourful, but the ground being grey also shows that you're in a factory/warehouse type thing, I dunno but it fits the theme so it's good.
Burnable boxes:
I call them burnable, even though lasers in real life can't really burn through boxes but whatevs, it kinda makes sense. Anyway, the boxes are quite basic to make them stand out more as something you can interact with, rather than just for show. They are brown to resemble wood, or cardboard, and this is because you burn / destroy them with the lasier.
Teleport buttons:
At first the teleport buttons were the same as the other buttons, but I changed them to make them stand out more. So they are an upside down version of the other buttons, but also very blue. This was done because it makes them stand out against all (2) of the backgrounds they're in. They also kinda look like buttons, or at least some sort of pad that you can stand on and have something happen. I also made them in unity.
Box regenerate buttons:
So these buttons are green I think, and the other way around from the blue buttons, to make them stand out more. These buttons can also go into the ground to visually show that you are standing on them. It also further separates them from the blue ones as they're just static. These buttons also stand out from the (3) backgrounds they're in due to their colour.
Target doorway:
Again built in unity, the doors that are controlled by the targets are grey to make them seem more door like, as well as to fit in with the surrounding grey platforms, although the door is a darker grey to make it stand out more. The doors also open by moving to visually show the player that the door is open (done without animation and completely in unity).
Spikes:
The spikes are a sharp white to make them stand out from the other objects, but also staying simple enough to show that they're something you interact with. They are also made in unity.
(Backgrounds):
The backgrounds were completely made by me and consist of multiple sprites.
Each level back ground:
So there are 5 total background sprites, level 1: light blue, level 2: yellow or something, level 3: dark blue, level 4: maroonish red, level 5: quite dark red. All 5 backgrounds also start to transition into the next level's colour, to show to the player that the next level is next / is in the next room / is used to nicely transition between levels. It's obvious what each level transitions to except level 5, which transitions to black. In terms of level 1: I chose light blue because that's what I initially envisioned in the concept document, and it symbolises the sky and 'topness'. Level 2 is yellow to symbolise something I'm sure... maybe sunsets because they are lower than the sky? Yeah I'll go with that. Level 3, I just realised kinda symbolises the ocean, being lower than sunsets, but the main thing it symbolises is the mist and water theme of that level. Level 4 is maroonish red to, 1 be different from the red character, and 2 show that the spikes are evil and that this is a deadly level. Level 5 is very dark due to the fact that I'm trying to show that you've descended in the warehouse thingy you're in. It ends with black to show that you're in the deepest darkest part.
Fans:
I personally am not a fan, despite being a fan of the fans themselves. So when making the background sprites, I made them slightly transparent as to make sure they look good on all backgrounds, rather than redrawing each of them to fit the colour. So the fans are a background piece, and they are there to show that the player is in some sort of factory or warehouse, as they tend to have fans. They also kinda explain the background sounds, despite them not moving. In hindsight I probably should have had a few that move, but I dunno how to animate that.
Windows:
The windows were actually placed with some thought (I know, crazy right?). In the first 2 levels, they are placed every now and then, to further show we are on ground level, or at least above ground. In level 3, they are only at the very top of the level, and some players might not even see them. Then in level 4 and 5 they are absent to further show that you are underground, or going down.
Wires:
I had 5 instances of wires, although they largely look similar, just with slight variation. The wires were placed along the tops of the level, to further show the player that they're in some sort of factory type thing.
Square thingys:
I don't really know what to call these, but they're the tiles in the background that occasionally appear. These are metal tiles, and are supposed to show that you're in a metal building like a warehouse (I know, I know I've said that a hundred times). The reason why they're not everywhere is because it looked too complicated, but having them every now and then made it look better.
I actually have 4 instances of these, although that's only because it made it easier to turn them into an infinite loop. This was done so I could put them anywhere in any combination so I don't have to redo any of them to make them fit or just have them awkwardly sit there. I also had to hid some of the vents that are present in the sprites, as to not make it look like it's obviously repeating. I did this by placing the vents behind objects or by copying a bit of the backgrounds colour and placing a square over them.
Pipes:
There are 5 variations of small pipes as well as 1 big pipe. These pipes are to show that the mist isn't really coming from nowhere, but most importantly, it is to further show the warehouse / factory feel to the environment. In the 3rd level, I go all out on pipes to really give it the water vibe it has. The small pipes aren't too distracting while the big pipe is something different very now and then.
Other random background stuff:
I also have a slightly alpha black square that I used once in one room in level 1 that most people won't even see. Why? I dunno it's cool I guess. I also have 3 faces throughout the game, with different emotions. Why? I dunno it's mysterious I guess. (The faces are made inside unity using squares).
Non-UI texts:
Throughout the game there is some text on the walls/background that instruct the player on something, or tell them something cool. I made this myself with my beautiful hand writing and spelling. I mean it has poor spelling and handwriting to make it look like someone mysterious wrote it? There are 11 instances of them throughout the game, 7 in level 1, and 1 in each of the rest.
UI elements:
Text:
There are various graphics made by me that cover the text for the ui. There are 3 instances of this, in the title, gamemode choosing and character choosing screens. In the 2 other cases of UI text, I did make it, but just in unity as there was quite a bit to type, and not a lot of time to handwrite these. They also serve more as a bit of a message to the player, so it still makes sense why they look different.
Buttons:
There are also quite a few buttons, all made by me (mostly). All 11 buttons were made by me, except 2 of them with text, the text part was made in unity as I didn't have time to write them, also it kinda fits anyway due to where they are.
Animations:
So far, any movement was done in unity, ie, the door opening, or button pressing. However, I did actually make some animations by myself. To do this I used sprite sheets, so I will explain them first, so yeah I kinda trolled you:
Sprite sheets:
There are 3 sprite sheets, 1 for each character. The red character has 17 sprites, 1 for idle, 8 for walking and 8 for jumping/falling. The purple also has 17 for the same reasons. However, the white character has 9, 1 for the body, 1 for the lasier, 1 for the head and 6 for a movement animation where the wheel rotates, although you can barely tell so I guess it doesn't really matter.
Animations:
So I'm kinda trolling you again because before I talk about the character animations, I have 2 other ones. I actually made a loading transition in between each level where a black square (in the ui) fades in and out. So I have 2 animations, 1 to fade in, and 1 to fade out.
Red character:
The red character has 3 animations. 1 is walking, which simply walks when he walks, and stops when he stops. Another is jumping which plays in its full when you jump, and the last is falling which is just a single frame, but I used it to play on repeat when the jumping animation finished playing.
Purple frog:
Similarly to the red character, the frog has 3 animations, 1 for walking, 1 for jumping and 1 for falling, although it's a single frame.
White character:
The white character has 1 animation and that's the wheel rotation that you can barely see. Other animations, ie head movement, lasier shooting and lasier movement, is done through unity, transforming sprites, drawing lines etc.
Animation controllers:
The fade in and fade out each have their own controllers, to control their animations when I need them to. Each character has their own controller too, to also control their animations, ie jump when jump, fall when fall and walk when walk (and static what static).
Prefabs:
Particles:
Not sure if particles counted as graphics or not because they're prefabs but whatevs, they're here now.
Blood:
Blood particles are red, and appear when the frog dies. Their purpose is to help show that the frog died.
Box:
The box particles are brown (hopefully) and appear when a box is destroyed (except for a few in single player because those ones are magical or something). They are there to show that the box was destroyed.
Red character:
The red character particles are similar to blood, except more saturated red. They appear when the red character is destroyed to further show that he is dead.
White character:
The exact same as the red character, except white and play to show that the white character got destroyed.
Rust:
There are actually 2 versions of the rust particles, 1 for red and 1 for white (which is the same as red but smaller). They appear when the red/white character enters mist and are used to visually tell the player that you are about to die.
Sparks:
The sparks are yellow and kinda glowy, and are meant to look like, well, sparks. They appear multiple times. When the red/white character dies, as well as their own colour, sparks appear too, to further show that they're robots. The sparks also appear when you hit a target, to show that it is lit up, and when you activate a checkpoint, to visually show that you activated it.
Player prefabs:
There is 1 instance of each player prefab (as well as a character 2 idle png that I can't be bothered deleting). The player prefabs are used to create a new instance of each character when choosing them, and switching scenes.
Miscellaneous:
Oh boy here we go, there are quite a few other prefabs that are used to create the levels. I created them about halfway through making the single player level which is why some of them aren't prefabs. Also if there are any non-prefabs of these in the actual levels, that is because I have no clue (I duplicated them maybe?).
Burnable box:
The burnable boxes are used as an obstacle that only the white character can get through by being destroyed via the lasier. They are used to make interesting levels and puzzles although that can get a little glitchy when a sub pixel of one box is higher than the box next to it, making it impossible to move past it as the white character. However, I think I got rid of this bug.
Button:
Although it is called button, this only refers to the box regenerate buttons, not the teleport buttons. I didn't make the teleport buttons into prefabs because I only had 1 at the time, then 2 then 3, etc. But for the box regenerate buttons, they simply regenerate any destroyed burnable boxes when it is pressed. They are used to further make puzzles, and interesting trolling segments. In level 5 they are also used as a way for the white character to move up and left/right.
Checkpoint! (yes the ! is necessary):
The checkpoints update where players respawn across the level. When all (2/3) characters are inside it, it activates and a new checkpoint is set. It is used to make the game more fun, as respawning all the way back at the start can be tiring. Also it is a way to keep the camera small as the camera always keeps all players on screen.
Doorway:
Once both players are standing inside the doorway, the screen fades to black and the next level is loaded. It is used as a way to transition between each level so the player can progress, and has a recognisable end goal for each level.
Lightable thing / targets:
The targets are used as a puzzle element for the white character. In order to open a door (which is apart of the prefab) the white character must shoot it with the lasier, thus lighting it up and opening the door. It is used as a way for the white character to struggle, as well as a way to open up a new area (such as in level 5 for the red and purple character).
Mist:
The mist is used as a a barrier and obstacle for both the white and red characters, but not the purple. It exists as a way to make the purple character seem better and not totally useless.
Respawner:
This only exists because I was gonna have them at the start of all levels, not realising how complicated saving data between levels would be. So there are only 2 instances of respawners in the single player level, and start of level 1. It is used to respawn players before they hit a checkpoint, but also to read how many players there are, in order for the checkpoints and doorways to work.
Spikes:
The spikes kill all 3 characters if they touch it. It is used as a threat to all characters, so I can further make interesting levels.
Sounds::
Now it's time for the first of the three Ss, sounds. I made all sounds myself, using my phone, and random things around me. As with everything so far, I've made it myself.
Character sounds:
I put everything in the one folder because I was too lazy to make a new one, and I didn't really have the time for it. Anyway I will actually go through the character sounds and others, and not troll you.
Characters:
Although it's very tempting to talk about ambience so I can troll you, I will talk about all character sounds.
Metal footsteps:
The metal footsteps play when the red character walks, and hopefully is timed to hit when he takes a step.
Metalic death:
This is played when the red/white characters die from anything.
Rust:
This is played when the white/red characters are rusting in the mist, it gets louder the longer you're in there.
Metal Jump:
This sound plays when the red character jumps, and not lands.
Rolling sound:
The rolling sound plays when the white character moves, it's supposed to sound like a wheel turning rapidly.
Lasier:
The lasier sounds plays when you shoot the white character's lasier.
Ding:
The ding sounds plays when you hit a target and when you activate a checkpoint. It also has a spark sound effect with it to further show that the target/checkpoint is being activated.
Door open:
The door open sound plays when the target is hit as well, its purpose being to audibly show the player that a door is opening.
Frog jump:
The frog jump plays when the frog jumps and is supposed to help the player realise that the frog, well jumped.
Frog steps:
The frog steps play when the frog walks, and hopefully is timed to hit when he takes a step.
Frog death:
This plays when the frog dies, and is quite squelchy but eh, whatever, you get the idea, that the frog died.
Button open:
The button open sound plays when you press the button that respawns the boxes. It's supposed to tell the player that you pressed the button.
Button close:
Same as before but when the button is unpressed.
TlptButton:
The (teleport) button sounds when you touch the teleport button, and is supposed to indicate to the player that it was pressed.
Ambience sounds:
There are 4 total ambience sounds, the same one being played for level 1 and 2. The first one, being outside vibes, with the bird occasionally whistling, as well as the hums of factory noises (is it a factory or warehouse? I'll leave that up to your imagination). The 3rd level has its own ambience which is more watery, with water running replacing the hums. The 4th level has more of an underground ambience compared to level 1 and 2, to show that its is down deep, and level 5 has a deep and quiet sound to show that it is the final deep dark level.
Scenes:
Ok so the second S, is the scenes. I had 10 total scenes, 1 for single player and 5 for the 5 levels in multiplayer. The remaining 4 are title stuff, and main game completion screen.
Scripts:
Ok the last S, and quite definitely the biggest, scripts, uh oh. Time too speed run through this, here we go:
Checkpoint updater:
Script used to update the respawn location of players, activates when all players are inside of the collider it's attached to.
Load characters from prev level:
Used to load the characters from the previous level, only in multiplayer. Also loads which character correctly for which player.
Next level:
Used to switch scenes to the next level once all players are in the collider. Also starts the fade on the fader.
Player data:
Used to store the player data in between levels, so the correct characters can be loaded.
Respawn:
Script used to respawn characters once they die.
Total players:
In single player, used to keep track of the total number of players.
Total players mult:
In multiplayer used to keep track of the total number of players as well as which player is which character.
Die on spike:
Used to kill a character when they touch a spike.
Die on water:
Used to rust and kill the robotic characters when they enter mist:
Go up and stuff:
Used to make the door in the target go up and shrink.
Make children reappear:
Used to make boxes respawn once a button has been pressed.
Teleport thing:
Used to teleport non-white character characters to a location once they enter the collider.
Teleport thing with white:
Same as before but this time with the white character:
Is Char1:
Used to indicate that this is character 1.
Is Char2:
Same as before but character 2.
Is Char3:
Same as before but character 3.
Load character:
Used to load the character for player 1 when choosing characters in multiplayer.
Load character p2:
Same as before but for player 2.
player_controller:
Absolutely ancient script used to make the character move and jump if needed. Can change stats easily, and can walk and jump on slopes.
Firin ma lasier:
Used to fire the lasier while facing both left and right, and do stuff once it hits something (like kills player or destroys box)
Move de lasier:
Used to move the lasier.
Quit game:
Used to quit game once the quit game button had been pressed.
Switch scenes:
Used to switch scenes (in UI like to switch to single player or multiplayer etc).
References:
Ok so I made everything myself here in terms of all assets and everything. However when it comes to scripts, I used a bit of help from ChatGPT to help clarify syntax or an error or some logic. ChatGPT never wrote a script completely by itself, in fact in pretty much every case I typed everything myself. Wow that was a lot to write. Ok so the player guide is seperate from this by the way.
Files
There's no I in teiam
Status | In development |
Author | Dinorexisthebest |
Genre | Platformer |
More posts
- Final devlog25 days ago
- Player Guide25 days ago
- Devlog 532 days ago
- Game Testing35 days ago
- Devlog 439 days ago
- Devlog 346 days ago
- Devlog 253 days ago
- Devlog 160 days ago
- Game concept devlog77 days ago
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