Project 3
—  GAD181  —
—  GAD181  —
Table of contents
Part 3: Further Contributions
I was asked by Andrew to help me make the success state for Scene 2.7 (the maze escape level) function, as he was unsure how to code it correctly. I came up with a quick solution using the UnityEvent system.
Image: The full code for PlatformerSuccess.
Image: PlatformerSuccess component in the inspector.
This code is very simple in that it only has one function: invoke the SuccessTriggered UnityEvent when the trigger collider that this script is attached to has detected that another collider has entered it.
For this scene, I was requested by Frazer to draw the entrance of a classic-style cinema and the box office, as this microgame involves the main character, Jimbo, buying a ticket for the movie. For the box office, I tried to position it relative to how it would be positioned in the game, even if it didn't entirely line up with the background. For the background, I tried a new art technique that I've wanted to try for a while, that being reflections with lights. In the reflection, you can see that the roof of the outdoor area of the cinema is lined with red neon lights and standard white LEDs, and the lights have a bloom effect to them, as well as smaller details such as the mirror being dirty.Â
Image: Sprite of the cinema background. Note the reflections.
Image: Sprite of the box office, with its rear side cut off to work with the ticket 3D model.
Because this was my first time drawing reflections with lights, I asked around for feedback on it, and I got mixed feedback between people saying it looked like a mirror and others saying it looked like a window. I think one big reason why people think that is because of the framing of the picture—that being, the objects that the mirror is reflecting isn't in view, so it's not very obvious that it's a mirror.
When I made the sprites for this scene, we were in a rush to get things done, so I didn't have enough time to include any kind of fine detail into the backgrounds. I drew two background sprites for this level as everything else was modeled in 3D space. The first sprite I drew was the endless void sprite (pictured at the bottom of this section), which I did have enough time to put some detail into.Â
Image: Cinema hallway background for Scene 1.4.
To get the effect shown, I chose six different shades of red and then used a smudge brush to somewhat blend the colours together.
The last sprite I made for this scene was the cinema hallway background sprite. Unlike the previous background sprite, there was not a lot of time for me to put in any detail, so the background is very simple, but it gets the job done. The sprite features two doors in an entirely empty dead-end cinema corridor, and is positioned in a way that makes sense in the game.
Image: Endless void background for Scene 1.4.
Once the team had finished all of the fundamentals of the game and we verified that the game works from start to finish through testing, it was left up to me to add all the finishing touches before building and publishing the game. Because I went through pretty much every single level to tidy them up and make sure they were working, I'll write the changes I made in simple dot points to each level.
Image: Game view of Scene 1.1.
Added outline/underlay to text
Added animation of hand grabbing ticket
Image: Game view of Scene 1.2.X.
Repositioned UI elements to not obstruct sprites
Added outline/underlay to text
Image: Game view of Scene 1.2.y.
Repositioned text to top to not obstruct game view
Added outline/underlay to text
Image: Game view of Scene 1.3.
Repositioned UI elements to not obstruct Tristan model
Added outline/underlay to text
Image: Game view of Scene 1.4.
Repositioned text to top to not obstruct game view
Added outline/underlay to text
Image: Game view of Scene 1.5.
Added prompt text at start and win/lose text at win/lose state
Added outline/underlay to text
Image: Game view of Scene 1.6.
Repositioned key prompt to make it more visible
Added outline/underlay to text
Image: Game view of Scene 1.7.
Repositioned and rescaled UI elements to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.1.
Added outline/underlay to text
Fixed animator to ensure that the animation of Jimbo getting up triggers on success state
Repositioned UI elements to look better overall
Image: Game view of Scene 2.2.
Repositioned UI elements to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.3.
Repositioned UI elements to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.4.
Repositioned UI elements to not obstruct breakfast model and to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.5.
Repositioned UI elements to not obstruct dishes and to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.7.
Added outline/underlay to text
Added prompt text and win/lose text at the start and end of microgame
Image: Game view of Scene 2.9.
Added outline/underlay to text
Repositioned UI elements to look better overall
Image: Game view of Scene 2.10.
Repositioned UI elements to not obstruct Jimbo and to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.11.
Repositioned UI elements to look better overall
Added outline/underlay to text
Image: Game view of Scene 2.12.
Repositioned UI elements to not obstruct game view and to look better overall
Added lens flare to headlights of truck
Added outline/underlay to text
How did it go?
(Sorted alphabetically)