This is the end result of what I made during this core module.
Please note that while in this video the parallax sprites take too long to load into their place, this is fixed in the final build of the game.
Likewise, please also note that in the build of the game, the camera is not confined to the Y axis as it is in the video.
Build: https://drive.google.com/file/d/1z_zPDmwqrGBtiS6wz_3nrgVbXTsNcTGB/view?usp=sharing
Assets used:
https://giphy.com/stickers/blue-explosion-xUA7aXJY46jN2P6gGk (star dissolve)
https://www.kindpng.com/downpng/JohixJ_8-pointed-star-png-8-point-star-gold/ (stars)
https://www.pngwing.com/en/free-png-zuyyc/download
https://assetstore.unity.com/packages/2d/textures-materials/water/underwater-fantasy-87457 (background elements)
https://youtu.be/YQZLTS3nWIc (mermaid castle reference)
Tutorials:
https://youtu.be/TccZzs1kJQM (parallax & infinite scroll)
https://www.youtube.com/watch?v=Lyeb7c0-R8c&ab_channel=PitiIT (jump through/fall through platforms)
https://forum.unity.com/threads/follow-only-along-a-certain-axis.544511/ (the script to confine the camera that ended up not wanting to export into the build...)
Music & sound:
https://www.youtube.com/watch?v=p7oVVBW_BHw&ab_channel=ChannellingNature (ambience)
https://www.youtube.com/watch?v=wkSfduECq7E&ab_channel=MegaSneetch (music 1)
https://www.youtube.com/watch?v=dlpiMAGg7fk&ab_channel=SirPotatoBottom (music 2)
The colors looked flat to me before, so when I added the lights I added purple & pink atmospheric lights to create more visual interest.
Implementing into unity brought some bugs. For the longest time the “endless scrollI ting” part of the parallax effect did not happen on time, and when the player would walk to the edge of the screen, they would be able to see the edge of the sprites before the next spawned in.
I struggled making the colors reflect the depth of the layers. I played around with hues and settings and eventually got to a place where I was content. I enhanced this effect even more later on with the lighting
Unfortunately, even though I have a script to confine the vcam to the edges of the environment, it would not let itself be saved. Every time I reopened unity, it would be gone again. I posted about this in the discord channel as well and looked online, but ultimately could not find a way to fix it.
The camera follows the player and shows the void beyond the art...
In my playthrough video this is fixed, because the script DOES work within unity, just not in the build or when I close unity and reopen it (I have to add the script to the camera again every time)
To convey the depth and vastness of the ocean, I wanted to make a parallax background. So I started painting and refining each layer of my sketch seperately. I also used some assets I found online (please check sources post for links to those)
This was my first rough layout sketch. It was quite crowded and busy. Busy wasnt the feeling I wanted to go for.
I opted for a more spaced out look, less light, and no animals.
At this stage i was also struggling a lot with what I wanted the city in the background that would light up to look like. I also had a brief idea to make a similar part of the puzzle where the player had to block a geyser to let the star pass through, but lore-wise this didn’t make any sense and it was very similar to the lightray mechanic anyway.
I looked at the structure of seashells and tried to use a lot of the organic, spiralling shapes in the buildings & ruins in my scene. I think merfolk’s architecture being based off shells and other natural objects found underwater would make sense.
Moodboard & first concept
When shooting stars end up falling into the deep, dark ocean, the merpeople use them to power their cities...
The emotions I wanted to convey with this project are wonder, whimsy, and a sort of desolate atmosphere to the underwater scenery. I did this by making every manmade-looking structure broken down and decaying. They look like old ruins that no one has been around in ages. I mostly used cold hues to create a deep and dark atmosphere, but I used hints of pink and purple to give it a more magical feeling.
You play as a little mermaid on the outskirts of the mer-civilisation. Your job is to guide the shooting star to its destination. Rays of light shine down into the ocean, and will dissolve the star if they touch it. You have to position your player character to block the light rays while the star passes through.
(Moodboard made on pinterest)