Didge em or give up kit109 final devlog- documentation + user guide
Game comparison to original plan
The first change was the planned hinge joints, i did test this out but the movement was not to my liking so ultimately i wrote a script for it.
All coins collected to end level script, this was going to be in the game up until the formal testing session where it became clear that a player preference was to treat them like a challenge and not a requirement. The coins can be collected but they are not mandatory now.
I required a few extra scripts for enemy movement as just changing the values or directions did not suffice as i originally thought it would. This was a unity issue with 'down' not existing as a term which i had forgotten.
Other than those my game lines up with what i planned to create.
Feedback- i did this in a previous dev log out of order.
Asset List
Enemy Circle Prefab- operates as the base enemy of the game with various scripts attached based on level to change movements. on player collision these reset the level, and also add a 'failure' count to the score.
Coin Prefab- in levels 2-4, can be collected as an extra challenge for the player, only communicates with the player on collision.
End Zones- Communicates with player on collision to change scene.
Terrain- This is a whole heap of 2d square sprites that have colliders to make the level structure.
Player Character- square sprite (red), that has 8 way movement, interacts with enemies, coins and end zones.
Background canvas- just a simple png that i used as a background, ultimately this was a mistake as resolution changes messed with the square format and reduced visual clarity.
Cat Image- https://www.facebook.com/890cat/ Got it from the publicly shared Cute Cats page on Facebook.
Scripts- Up and Down, Back and Forth, Y-axis Movement, ScenesManager, MainMenuScript, UIGameMenu, FinishPoint, Gate, getting smacked, Pickups, PlayerCtrl, ScoreScript, SidetoSide and Spinny.
Scenes- levels 1-5, Main Menu and End Game.
User Guide
Dodge em or Give up
WASD or arrow keys for movement, Dodge enemies (blue circles), collect coins for a challenge, make it the the other green zone to advance to the next level.
This is the Main Menu scene, From here you can start the game at the first level.
This is the First Level, You are the red Square and need to dodge the balls to get to the other green zone to take you to the next level. The main menu button will take you back to the main menu, the 'new text' is a failure counter that when in game and you are hit changes to 'Failures: 1' and so on. This failure count keeps counting through all levels and will display at the end game screen. going back to the main menu and restarting the first level will also restart the failure counter. These enemies have side to side movement.
Second Level, Same objective as before except now if you wish you can engage with the pick ups to make the level harder for yourself. Everything else has the same functionality as described above. These enemies have up and down movement.
Third Level, Same objective with optional coins also acting like a guide on where to be to complete the level. Balls spin clockwise.
Fourth Level, same objective with coins inside the gates as optional challenge, We have a ball on either side going up and down very fast, two balls in the middle going side to side, and the 'gates' opening and closing at the top and bottom.
End Game scene, just back to menu functionality and the 'New Text' displays your total failures over completing all 4 levels.
Files
KIT109 Worlds Hardest Game
Status | In development |
Author | NamiCanFilletMe |
Genre | Puzzle |
More posts
- Dodge em or Give Up-Feedback and plans for Final WeekMay 26, 2024
- Dodge em or Give up- cleaning up progressionMay 19, 2024
- Dodge em or Give Up-Interactions/enemiesMay 14, 2024
- Kit-109 Dodge em or Give up, Level BlockingMay 11, 2024
- Kit-109 Worlds Hardest Game Clone-Player MovementApr 29, 2024
- Kit-109 Worlds Hardest Game CloneApr 26, 2024
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