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Team Pear

By Adam, Jack, Oli, Allen


and Victor

How did we
plan?

This was our digital plan, drawn up on Photoshop.


We wanted to use the accelerometer to allow the player (wizard) to move
left and right.
We wanted to the player to be able to tap on screen to fire bullets from the
wizard.
The original plan was to have an inventory, but complications led to its
disposal.
We also planned to include a health bar, but we decided to just use the
score.
Main menu/level select was also part of the planning stage.

How did we
start?
Adam/Jack

Backgrounds

So these are some examples of the level


backgrounds.
We created these in Photoshop.
We decided to keep them fairly simple, as to
obstruct player visibility.
They have been created at the nexus 9s
(2048x1536), so there will be no scaling.
Each backgrounded has had the, scrolling
background script added to it.

Sprite creation
Oli/Allen

Player
Sprites

Attack/item
Sprites

Created using Photoshop:


Built from shapes
Drawn freehand from concepts
Rabbit and Wizard are animated
Boss is not currently animated but will
be
Attacks/spells are not animated and
have no need to be

Enemy
Sprites

Final
Boss

Menu Graphic
Oli

Created by hand drawing the separate


components, scanning into Photoshop,
redone using a graphics tablet and put
together afterward.
Original concepts sourced and based off
of existing works (stances, perspectives
and landscapes etc.)

Main
Menu

Main menu/level
selector
Level selector Adam

Both the menu and level select script were


placed in a new game object.
The code simplifies down to, when the user
clicks a button the application loader will
load the corresponding scene.
Main menu buttons were made transparent,
so the player can se the menu graphic.

Both the menu and level selector


were created in the same
manner using the canvas and
buttons from the UI elements.
Start game = starts the player
from level 1
Level select= loads the level
select menu
Help= Contains text and voice
over
Credits= Opens up scrolling
credits

Level selector

Main
Menu

Help, Credits and win over


screen.
Adam

So the help and level select menus were also linked to the main menu script.
The win over script is linked the wizard bullet script a long with the score.
The credits screen contains the same moving background script as the level
backgrounds, so we were able to implement scrolling credits.
The Help menu also has a voice over that will play on awake, once clicked from the
main menu.

Adding Audio to the


game
Adam
Each level has its own background music
attached which plays on awake(when the
levels begins.
But before this the audio file had to be
added to a new game object in the hierarchy.

A spell sound effect was also added


to the wizard, so when he fires
spells, the player will hear the
jingle.
This was also added to the bullet
prefab, within the wizard
shooting script.

Rabbit Spawning Jack


Due to the nature of
our game, we had
to constantly have
rabbits spawning, in
random locations.

To do this, We used a
random number
generator, which
generated two
different numbers
between certain
values

One number for the x


axis, one number

Wizard Shooting - Jack


When space is
pressed, the wizard
shoots.

If the wizards bullets


hit a rabbit, the
rabbit is destroyed
and the wizards
score = +10

Bullets are deleted


from the game
when they hit a
certain y
coordinate.

Rabbit Shooting - Jack


Rabbits shoot one
bullet each time
they spawn.

If the rabbits bullet


hits the wizard, the
wizards score =
current score 20.

Bullets are deleted


from the game
when they hit a
certain y
coordinate.

Rabbit Shooting (Alternate) Oli


Rabbits shoot every time
the player comes in
range
Makes use of box
colliders
Bullets are deleted from
the game after a
certain amount of time

Scene Change
Our game has 6
scenes, each scene
can be accessed
when the score
reaches a certain
amount.

The names of the


scenes are;
Basketball, Desert,
River, Road, Sky and
Snow.

Your score is
transferred over to
the next scene with

Tablet/Accelerometer script and


Deployment
Oli

Technically not too much was


changed from the original PC
versions of the scripts.
Only Movement needed changing to
include the accelerometer input.
Touch screen shooting already
worked with the PC version.

Game Completion

Testi
ng

Gaming Hours

0-10
31-40

Tach-20
41 -49

21-30
50+

Engagement Level

0-5
06-Hyd
Tach-20
21-30
31-40
41-50
51-59
60+

Testing
Feedback

Difficulty rating

12/31/1899
01/03/1900

01/01/1900
01/04/1900

01/02/1900

Graphics analysis

12/31/1899
01/03/1900

01/01/1900
01/04/1900

01/02/1900

Example Test
Subjects

Example Test
subject

Example Test
subject

Example Test
subject

Any questions/ Feedback


Feel free to play the game

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