Documentation + User Guide
Changes
I made a significant number of changes in my final submission in comparison to my concept
this included the changes to the 2 shields being changed into 1 shield with a projectile system to give less repetition and more functionality
the overall game field and idea behind the enemy attacks was different as originally it was planned to be 360 however this felt weird to the overall intended feel of the "escaping with a mana crystal" theme
different projectiles was always intended but i also intended beam attacks however decided they felt weird to implement and were going to feel off if the single shield was occupied for multiple seconds at a time
overall the game didn't come out as planned and if i had more time i would improve many aspects of it to fit the original intended concept however as a basis it fit the original and expanded on some holes the concept had.
Feedback
Feed back i received helped me a lot in finalising the differences from week 12's testing period
i received feed back regarding the two shields and how it felt repeating
better scaling for the text
better anchoring (canvas wasn't anchoring properly)
changing the health value to a health bar using UI elements
these were all taken into account and added
Assets
External sources used
foozlecc.itch.io/pixel-magic-sprite-effects Accessed 13 Sept. 2024. (magic projectiles)
https://assetstore.unity.com/packages/2d/environmen ts/brown-rock-tileset-top-dow... Accessed 16 Sept. 2024(title map)
https://assetstore.unity.com/publishers/40001 Accessed 16 Sept. 2024(medieval assets)
Custom assets
player's projectile made using https://www.piskelapp.com/p/create/sprite
Audio loop made using https://onlinesequencer.net/4259512#
Shield asset made using https://www.piskelapp.com/p/create/sprite
other assets included texts, bars and sliders which are all unity UI elements
Features
Timer that changes levels
projectile system
enemy projectile system (homes towards player)
AI
Chatgpt usage noted in scripts as comments
User guide
A and D to control the shield
Left mouse button to shoot(becomes available round 2 )
if player has lost
E to return to main menu
R to restart from round 1
The gameplay is basic and involves 3 levels where projectiles fly towards the player each dealing 1/5 hearts of damage to the player, resulting in a gameover if health reaches 0 however, if the player is able to survive for a minute they are transported to the next level where the game gets harder and increases in spawn rate. There are 3 projectile types and each has a different speeds in order of Imp trident, fireball, tornado
The shield element allows the player to block incoming projectiles and moves in a roughly 180 degree rotation
Once the player reaches level 2 they are able to fire projectiles out to intercept incoming projectiles
Above is projectiles used in the form of a sprite sheet
Files
Crystal Defenders
More posts
- week 6 devlog21 days ago
- Week 5 devlog26 days ago
- Week 4 devlog33 days ago
- Week 3 devlog40 days ago
- Week 2 devlog47 days ago
- Week 1 devlog54 days ago
- Concept63 days ago
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