Week 15 Project File
Google Drive Link: https://drive.google.com/file/d/11w6vehujBrDhu158af6CM6thpiyJN7fA/view?usp=sharing
Itch.io Link: https://aquena.itch.io/timeinvader
GitHub Link: https://github.com/Aquneaa/TimeInvader
Member Efforts:
Aurellia Franseska Djauhari (0365053)
Eins Herbert Takawijaya Tee (0365993)
Gam Jze Shin (0353154)
Liew Xiao Hui (0353121)
Aurellia Franseska Djauhari (0365053)
Week 10 - 14
Progress:
make enemy robot
make NPC walk
insert music background
insert walk and jump sound effect for the player (character)
From Week 10 to 14, I contributed to the development of our group project game by focusing on both gameplay features and audio enhancements. I created an enemy robot to add challenge and interaction to the game world. I also worked on NPC movement, allowing non-player characters to walk around, making the environment feel more alive. To improve the audio experience, I inserted background music that plays during gameplay, as well as sound effects for the player’s walking and jumping actions. These updates help create a more immersive and polished experience for players.
Eins Herbert Takawijaya Tee (0365993)
Week 11 - 15
Idea
So with almost everything finish i just need to finish my part, which is the Final Boss Fight.
So here is how i think i the bossfight will go in my ahead, There is an Arena with 2 Beacons, When the beacons is activated, it will activate a mirror that will reflect the dragon attack, which may or may not hit back the dragon, if the dragon got hit, The dragon will lose HP, Once the dragon HP reaches 10 or 5, it will start a special attack that will massively increase the fireball spawnrate. Since by the prototype section, i have done moving the dragon up and down the spawner, its time for me to polish my work. So here is the feature i add in the final build:
Boss Fight
The dragon will move up and down
Every 2 Seconds the dragon will spawn a different attack from a set of scriptable objects
You can interact with beacons to reflect the dragon attack back to the dragon
If dragon gets hit by the reflected fireball, The dragon HP Time will reduce by 1 year
Once the dragon HP reaches 10: Many fireball will spawn in a circular pattern from Top right and bottom right, A Smoke Particle will start playing from the dragon.
Once the dragon HP reaches 5: Fireball will start raining from above, Dark smoke particle will come out from the dragon
When the fireball hits a player, A Explosion particle Effect will play, and when the dragon is defeated, a large Explosion Effect will play
Every few second, to make the game easier, a falling time will fall from the sky, if the player take it, time will be added
If the player dies, or move a little bit too close to the dragon, the player will respawn with its starting HP and the dragon will go back to 20HP
Once the dragon dies, a dialogue will appear telling the prlayer to go ahead to go to the tower
Audio Manager
Created an Audio Manager Script from the main menu to control all audios which include SFX and Music
Audios of SFX and Music can be controlled from the Pause Menu when "Escape" key is pressed
Audio Manager is an Instance, so audio can be stored in any script and call it to play audio when needed
Main Menu Script & Moving Scenes
There is a central main menu script that controls everything in the main menu, such as quitting the game and levels.
Level 2 & 3 will originally be locked and will only be unlocked when have already reached the level.
The script will be DontDestroyOnLoad() so when the player unlocks a level, it will be saved and player can restart the level by quitting to main menu.
On the end of every level, there will be a MoveScene.cs with a trigger so if the player passes here, the player will automatically move scenes, and unlocks a level
Dialogue Manager Revamp
I redid the dialogue manager, because the way the dialogue manager is set up previously is very buggy and deserves a rework
Originally, the dialogue manager is set up in an array, so dialogue will appear one by one.
Now the dialogue is set up by referencing other dialogue scriptable objects in the first dialogue to continue to play that dialogue after pressing next. This way Choice dialogue seem to make more sense and easier to set up.
In the scriptable object there is a boolean that can take players time and give key if the dialogue is played.
Is final is used to see if the dialogue is the final and will not continue to the next one.
Ending Manager
The ending manager controls all the ending, so you can start the ending if a method from this script is called
So currently there is 3 Endings
1) If you dont get the key: There is a trigger that checks if you have key or not, if not, starts ending 1, blackscreen will play.
2) If you entered the clock tower, and chooses to sacrifice yourself: In the final Beacon, there is 2 options, if choosen the first option, sacrifice yourself, a particle will play and then blackscreen and show story.
3) If you entered the clock tower, and chooses to give up: if choosen the second option, give up, a blackscreen will show story.
Once An ending is played, there will be a blackscreen and next button. Once it shows "The End." The player will automatically go back to the main menu in 3 seconds.
Finally... A LOT of Bug Fixes and User Experience Improvements
Gam Jze Shin (0353154)
Week 11
Progress:
Level 02 map
NPCs dialogues
Based on the Level 02 map I previously designed, I felt it was still lacking, so I continued expanding it by adding more elements — including a turret to make the gameplay more challenging.
Since I needed the NPC to interact with the player, I selected the artist NPC from the art assets and adjusted the spritesheet to create a prefab for the artist NPC. This allowed me to include it in my level map. I then created a dialog using a scriptable object, where I added the dialogue text, speaker image, and speaker name. I also double-checked that the dialogue works properly when pressing E to interact with the artist NPC.
Week 13
Progress:
Level 02 map
This week, when I was about to continue my progress and pull the project into Unity, I encountered a file conflict. Previously, one of our group members had pushed changes while another was working on the same level at the same time, which caused the entire level to appear empty due to the conflict. I asked Eins for help, and fortunately, it wasn’t a major issue and was resolved quickly.
After that, I added the decay clock prefab (created by my group member) into the Level 02 map. We also included death points (where the player dies if they fall into the sewer water) and checkpoints (where the player can respawn). I placed both elements into my level as well. In class, we discussed the progress schedule. Xiao Hui will work on creating the clock tower machine asset, while I will design the Level 03 map, which takes place inside the central clock tower.
Week 14
Progress:
Level 03 map
Since Level 03 is set inside the central clock tower, the design focuses on vertical movement rather than horizontal, with the map being tall but only as wide as the screen. To avoid an empty look outside the tower, I added background buildings for visual depth. I included multiple sections for the player to progress through, leading up to the final part.
For added challenge, I implemented constantly moving platforms that require precise timing to avoid falling, as well as walls that block the path unless players interact with beacons. To enhance visual interest, I also added animated rotating gears in some areas. Since the clock tower is an enclosed space, I made sure to include lighting elements to ensure the scene is not too dark. In each section of the level, I aimed to make the gameplay feel varied and engaging by designing different types of challenges. Some parts require players to jump across gaps, others involve climbing, and some sections need interaction with objects like beacons. This way, players won’t be repeating the same actions and can enjoy a more dynamic and interesting experience throughout the level.
Week 15
Progress:
Level 03 map
Ending Dialogue
This week, I finalized the level design I was responsible for, and Xiao Hui supported me by adding more graphic elements to enhance the visual details. Together, we polished the level to ensure it looked complete and cohesive.
In addition to that, since our game includes a branching storyline, I also worked on writing the ending dialogues. These dialogues are based on the choices players make throughout the game, leading to different endings. I made sure that each outcome reflects the story meaningfully and wraps up the experience for the players.
After we attempted to publish the game, I tested it thoroughly and discovered a few bugs. We reviewed them as a team and managed to fix everything before the final release. Finally, we completed our game. I’m really proud of what we’ve achieved. Every team member played an important role, and through strong collaboration and commitment, we were able to deliver a finished project that we’re all satisfied with. I truly appreciate the effort, ideas, and teamwork that brought this game to life.
Liew Xiao Hui (0353121)
Week 10
Progress:
Level 01 map
Refined and added additional tileset elements
NPCs dialogues
I continued working on the Level 01 map, experimenting with different wall tilesets and building designs to create a more varied street layout. I also designed additional wood tilesets with various angles, positions, and sizes to allow for greater flexibility when building the map.
However, when pushing my changes to GitHub, I encountered conflicts because another team member had updated Level 01 at the same time. My local Unity scene appeared empty, which was stressful as I had invested significant time in designing the buildings. Eins eventually helped resolve the issue, but some tilesets were missing, causing the Level 01 map to display in pink. Attempts to fix this with ChatGPT’s guidance didn’t work, so I manually rebuilt the missing sections using my progress screenshots as references.
Once the issue was resolved, I continued expanding Level 01 with more buildings and varied terrain, assigning lights to each lamp tile for ambiance. After Eins completed the dialogue feature, I added NPCs to the map and attached the necessary scripts. This allowed me to create interactive NPC dialogues where the player’s choices influence the outcome, though Eins was still finalizing the choices at this stage. Lastly, I added the background buildings I had previously drawn, adjusting their opacity and details to enhance depth.
Week 13
Progress:
Level 01 map
Clock tower machine assets
Most of Level 01’s map was done in Week 10, so I focused on completing the rest in Week 13 after finishing other assignments. I added buildings after the NPC dialogues to keep the level from being too long and planned the transition to Level 2. While testing, I found players could jump onto rooftops and skip the path, so I adjusted tiles to opaque with colliders to block shortcuts.
I also tested Level 02, which was built by Jzeshin, and noticed it was highly interactive with multiple movable platforms controlled by beacons. To align with this, I moved the last part of my buildings further back and inserted a patrolling robot and beacon interaction in between. Once the player triggers the beacon, a platform rises to form a path to the next area. At the final part of the street, I added a large turret to increase the difficulty for Level 01.
During class discussions, Jzeshin and I realized the central clock tower and the machine at its top (which players must destroy to save the citizens) were not yet created. Jzeshin volunteered to build the clock tower while I designed the machine. I searched Pinterest for visual references of machines and suitable color palettes. Using these ideas, I sketched the machine outline in Pixelorama, refining its shape, height, and width across layers. Initially, I used the same colors as the beacon for consistency, but the result didn’t match the overall game theme, so further adjustments were needed.
Week 14
Progress:
Level 01 map
Clock tower machine assets - Done
As Eins completed the checkpoint and deathpoint features, I implemented them in Level 01. This allowed me to restrict the lower part of the map so players who fall off would respawn at the previous checkpoint, helping hide some mechanics in the map layout. I also asked Lia to animate the steam using the spritesheet I had drawn. After adding it to the scene, I noticed it was blurry because the sprite was not properly cut and the pixel-per-unit, wrap, and filter settings were incorrect. I fixed these settings and re-added the animated steam to make the street more vivid. When testing Level 01, I realized the checkpoint and deathpoint features weren’t working. After discussing with Eins, we found that additional scripts and changes were needed in the UI canvas.
Next, I finished the machine assets by experimenting with colors based on Pinterest references. I chose a darker brown for the machine, green and blue for the hourglass, and yellow for the sand, creating strong contrast with the game’s palette. To add life, I animated the sand to show it continuously draining from citizens.
After completing the machine, I tested Level 01 again and polished details. I slowed the steam animation and used Eins’ prefabs to make some gears rotate while others stayed static. Finally, I added decaying clocks along the main path to replenish the time gauge and subtly guide players to follow the intended route rather than bypass the map by climbing buildings.
Week 15
Progress:
Central clock tower assets - Done
Final boss health bar - Done
Home menu background design
Polished Level 01, 02, 03 map
I noticed that our home menu lacked a central clock tower design, which was a key element of the game. Since it should be the main visual, I created the clock tower in Pixelorama using various Pinterest references. To distinguish it from the street buildings, I designed unique wall tiles and a special clock asset with green and dark green smudged areas adding a magical feel to it. The windows were also colored green to match the tower’s overall design.
After completing the clock tower, I was tasked with designing the health bar for the final boss, the steampunk dragon by Eins. Referencing Jzeshin’s dragon assets, I added wings and tails around the bar and used a gear design for the dragon icon. The bar’s brown color distinguishes it from the player’s red time gauge.
Next, I redesigned the home menu by animating the clock tower, rearranging terrain and buildings, and adding gears, steam, streetlights, and decaying clocks. I also darkened the tiles so the game title and start button would stand out.
For Level 3 (inside the clock tower), I improved the background by adding pipes, resizing windows, creating an animated clock spritesheet that matched the tower’s exterior design, and creating a particle system to show time flowing into the hourglass. I then created a sewer and ladder for Level 01’s ending to connect levels, added background characters to Levels 01 and 02, animated their idle state, and, with Lia’s help, made them patrol.
Finally, I completed the pending sections of our e-portfolio.