Week 10 - Project Development
This week I plan on outlining the current progress of Unicorns Rage.
Interesting turn of events for this weeks check in, we anticipated compiling our sections of work on GDevelop and transferring the file to myself to bring the works together. However, this was no easy feat as two projects could not be open at the same time and code could not be copied from one project and pasted into another. This created a larger task ahead as everything needed to be input manually.
I also discovered that transfership of files did not always update filepaths for certain objects or sound bites/music etc as they were set to a filepath in my OneDrive. I rectified this problem by reassigning every single asset into new root folders within the project file on my desktop.
I’ll break up the development progress below to show the changes from the prototype version I made weeks ago, to the current version which will be used for playtesting next week after a few more kinks are tidied up.
One of my tasks was to fix the object sprites players could use as their main character;
Originally, I went through around 82 frames for each coloured character and mass edited their colour using piskel paint all functions. Due to time constraints previously, this task was never fully finished;
Version 1 - Yellow Player
Version 2 - Yellow Player
In total, Each player had 80 frames for one sided animation, 80 frames for other sided animation and 2 frames for top down view, making a total per player of 162 frames. In total player framework comes to 972 frames.
This was a big task, so the simplest way to tackle this was to do one player colour correctly first, then duplicate the file and paint bucket all to the new version colour theme (pastel neon). This reduced the length of time it took to accomplish this task.
Josh was tasked with creating a more vibrant GUI and this really set the ground work for the new colour scheme of the game. New buttons were created, with cursor hover effects.
Once I received the file from Josh and input his works into the main game file I was inspired to create more within the game to visually improve the overall experience.
New interactive buttons and health/mana bars
The GUI screens were drastically improved as well;
High Score Screen Changes
These changes above may seem minor, but add some great visual beauty, and as stated above, they really set the theme for the game.
From the new set theme Josh set, I was inspired to create an equally appealing pause screen menu which outlined what should appear when controls are pressed, etc.
I considered the controller scheme and adjusted the coding to reflect the players preffered layout choice;
Code and Scene Consolidation
The previous code was a mess - though readable - Patrick was tasked with consolidating individual scenes into a smaller file, from previous posts I mentioned that character choice was added later into development and due to time constraints it seemed easier to duplicate scenes than to add code allowing those scenes to one scene.
Patrick consolidated this code and once his file came through, I manually input hes additions/changes as well as add comment lines for ease of access throughout the development process;
Old Code - No Definitive Structure
New Code - Commented and Structured
With a more readable code and far less scenes- this aided in swiftly identifying problem areas to report upon. It is obviously the amount of time Patrick invested in consolidating the scenes as well, previously 38, now just 12.
Character Selection Screen
As well as the basic sprites, it was important to me to showcase a character selection screen that would wow people. This took a lot of tinkering but was quite easy to achieve. Instead of using a blocky sprite, I decided to create a block like particle effect over each character as they are selected;
Old Character Selection Screen
New Character Selection Screen
This is a simple layout with basic animations, cursor hovers and hide/show coding.
The next process was challenging. Josh was tasked with creating inverse controls from two seperate keyboard layouts. Because this was done seperately from the main file and again seperately to Patricks file, it was challenging for me to add their codes to the new file as I had to cross referrence between three seperate projects and ensure each area was input correctly - as well as each of playtest through each selectable character and test each bit of functionality accross all levels.
Our goal from previous feedback was to have the ability to use WASD for movement OR The ARROW keys as movement, with the alternate being for attacks.
It wasn’t only the keyboard keys that were affected. It was also the pause screen which indicated which key to press for which abaility and each levels task bar at the bottom of the GUI.
It took a bit of time but was accomplished;
It was important to showcase where the cursor was on the screen so players knew which selection they were at before choosing, again, just simple particle effects.
There are a lot more functions and features within the game that I have covered in previous posts.
Overall, I am incredibly happy with our progress and we are sitting 1 week ahead of schedule. Many minor bug fixes along the way, the above is the more major inclusions/changes to the project. The team has made incredible development of a small game idea I had for a point of difference asteroids game!
If you wish to have a try at our current developed game, please follow this link and let us know what you think!
https://games.gdevelop-app.com/game-c32e0ea3-3a95-474c-8eb4-45102d900fa4/index.html
The gifs made for this post were done using ezgif.com! Very fast and effective gif maker/editor
Another quick thankyou to 2dsprites.com and freepix.net for their open asset bundles