GAMES DEVELOPMENT: TASK 02 PROTOTYPE & ART ASSET DEVELOPMENT

ALICIA TENG YI LING [0345159]

GAMES DEVELOPMENT: TASK[02 GAME PROTOTYPE] 




To do:
  • Create Art Assets
    • Sprites
    • Backgrounds
  • Create game prototype
Reference to Game Design Proposal


In the development process, some aspects deviated from the original proposal but resulted in improved visuals and more coherent design.

In my project for the 2D pixel art, I utilized "Aseprite" to create 2D pixel art. The art was crafted on canvases of various sizes, such as 16x16 and 32x32 for items and traps, while bigger level props were designed on 64x64 and 128x128 canvases. Additionally, custom-sized sprites were used for different mobs in the game. This approach allowed for a diverse range of visuals and helped maintain consistency throughout the project.

During the development process, I decided not to overly focus on the frame rate or pacing of the animations. Instead, I prioritized creating the animations in "Aseprite" to give them the desired look and feel. I knew that I could fine-tune and adjust the animations later in Unity to meet the specific requirements of the game. This approach allowed me to focus on the creative aspect during the art creation phase while leaving room for optimization and improvements in the game engine.

Sprites 

Main Character: Lily

Her animations (in order):
  • Idle
  • Running
  • Jumping
  • Short-range attack [sword]
  • Long-range attack [magic]
  • Hit [injury]
  • Death


Fig 1.1 Lily Idle


Fig 1.2 Lily Running


Fig 1.3 Lily Jumping

Fig 1.4 Lily Short-range attack [sword]


Fig 1.5 Lily Long-range attack [magic]


Fig Old Sword Animation I wanted to show

Unfortunately, I could not implement this specific sword animation into my game as I could not get the anchor point correct for it to blend in with the other sprites despite even trying custom points.


Fig 1.6 Lily Hurt [injury]


Fig 1.7 Lily Death 


Fig 1.8 Summary of Lily Sprites & Animations

Enemy 01: Astra

Its animations (in order):
  • Idle
  • Attack
  • Hit [injury]
  • Walking [patrol]
  • Death

Fig 2.1 Astra Idle


Fig 2.2 Astra Attack


Fig 2.3 Astra Hurt [injury]




Fig 2.4 Astra Walking [patrol]



Fig 2.5 Astra Death


Fig 2.6 Summary of Enemy 1 Astra Sprites & Animations

Enemy 02: Steorra

Its animations (in order):
  • Idle
  • Attack
  • Hit [injury]
  • Death


Fig 3.1 Steorra Idle


Fig 3.2 Steorra Attack


Fig 3.3 Steorra Hurt [injury]


Fig 3.4 Steorra Death


Fig 3.5 Summary of Enemy 2 Steorra Sprites & Animations

Boss Mother Star

Her animations (in order):
  • Idle
  • Attack1
  • Attack 2
  • Hit [injury]
  • Death


Fig 4.1 Mother Star Idle


Fig 4.2 Mother Star Attack1


Fig 4.3 Mother Star Attack2


Fig 4.4 Mother Star Hurt [injury]


Fig 4.5 Mother Star Death


Fig 4.6 Summary of Boss Mother Star Sprites & Animations

Traps

Labelled in order:
  • Cannon
  • Cannon animation
  • Cannon bullet
  • Spikes
  • Saw spritesheet


Fig 5.1.1 Cannon


Fig 5.1.2 Cannon animation


Fig 5.1.3 Cannon bullet


Fig 5.1.4 Spikes


Fig 5.1.5 Saw spritesheet

Items / Collectibles 

Labelled in order:
  • Heart Item Collectible animation
  • Healthbar UI
  • Key

Fig 5.2.1 Heart Item Collectible animation


Fig  5.2.2 Healthbar UI


Fig 5.2.3 Key

Level Props

Labelled in order:
  • Checkpoint activated spritesheet
  • Inactivated checkpoint
  • Door
  • Moving platform animation
  • Moving platform spritesheet
  • Tutorial instruction images

Fig 5.3.1 Checkpoint activated spritesheet


Fig 5.3.2 Inactivated checkpoint


Fig 5.3.3 Door


Fig 5.3.4 Moving platform animation


Fig 5.3.5 Moving platform spritesheet


Fig 5.3.6 Tutorial instruction images

Free Assets

For my player and enemy projectiles I used free assets by Ansimuz on the Unity Store which are linked below.

Projectile assets: Warped Shooting Fx

Backgrounds + Tileset

Labelled in order:
  • Galaxy
  • Windows
  • Old tile bg
  • New tile bg
  • Bg light variation left
  • Bg light variation right
  • Pillar
  • Tileset


Fig 6.1 Galaxy


Fig 6.2 Windows


Fig 6.3 Old tile bg


Fig 6.4 New tile bg


Fig 6.5 Bg light variation left


Fig 6.6 Bg light variation right


Fig 6.7 Pillar


Fig 6.8 Tileset

Prototyping

Summary

What has been done: 
  • Gameplay
    • StartScene (semi-complete)
    • CastleLevel1 map layout
    • CastleLevel2 map layout
    • CastleLevel3 map layout (semi-complete)
    • EndScene (semi-complete)
    • Player Control (includes horizontal moving, jump, attack2 (magic bullets) hit, death) 
    • Enemy Control (Attack, Health) 
    • Enemy patrol between certain areas (waypoints)
    • Traps (spikes, saws [static, moving], cannon shooting traps)
    • Moving platforms 
    • Boss Health 
    • Item collectibles (heart and mana)
    • Health system 
  • Assets
    • Character sprites and animations
    • Enemy 1 sprites and animations 
    • Enemy 2 sprites and animations 
    • Boss sprites and animations 
    • Item sprites and animations
    • UI sprites 


What has yet to be done:
  • Gameplay
    • Player sword attack
    • Mana system
    • Enemy AI 
    • Ranged Enemy(2)
    • Boss attack sequences 
    • Player sound effects (walk, jump, attack1(sword), attack2(magic), death) 
    • Enemy1 sound effects 
    • Enemy2 sound effects 
    • Boss sound effects 
    • Background music 
  • Assets 
    • Character falling animation
    • Redo jump animation 
    • Enemies death animation 
    • Boss death animations 
    • Backgrounds sprites
    • Refining all sprites

Final Submission for Game Development Game Prototype



Fig 7.1 Prototype Game Video Presentation 

+ All other art asset developments [above]



Reflection

Throughout this project, I had the opportunity to delve into the exciting world of game development. My main focus was on creating a 2D pixel art game, and I utilized the software "Aseprite" to design all the art assets. I worked on various canvas sizes, including 16x16 and 32x32 for items and traps, and larger sizes like 64x64 and 128x128 for level props and custom sprites for mobs. This process allowed me to unleash my creativity and bring unique characters and environments to life. 

One interesting aspect of this project was that I deviated from the original game design proposal in some areas. However, these deviations turned out to be for the better. As I explored different ideas, I realized that some changes not only made more sense for the gameplay but also improved the overall visual appeal of the game.

I only wish I had spent more time working on the basic fundamentals of the actual gameplay so I would have had more to show during the presentation at this time.

Overall, working on this project was an exciting and rewarding experience. I gained valuable insights into game development, art creation, and the importance of being flexible and open to changes and I'm eager to explore more.

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