Week 06 Presentation
Member Efforts:
Aurellia Franseska Djauhari (0365053)
Eins Herbert Takawijaya Tee (0365993)
Gam Jze Shin (0353154)
Liew Xiao Hui (0353121)
Aurellia Franseska Djauhari (0365053)
Week 05
Progress:
UI Health bar
UI Buttons
In the week leading up to the deadline for our art assets presentation, I asked Jze Shin and Xiao Hui to check if there was anything I could assist them with the art assets. I wanted to contribute wherever possible and help lighten the workload for the team. After discussing with them, they mentioned that I could contribute by designing some of the user interface elements, specifically the UI button and the health bar. Taking their feedback into account, I immediately began working on these components using Aseprite.
The buttons were created in an orange and yellow theme with decorated corners to match the game’s aesthetic. For the health status icon, I used the heart clock design made by my teammate and added visual effects which is a green glow appears when you gain time, and a gray effect shows when time is lost.
Eins Herbert Takawijaya Tee (0365993)
On week 4 i started creating the github project for the team and started inviting everyone for the collaboration, i added the folder for everyone to share their project so we can see each other progress.
The first thing i did when i created the unity project was creating a rule tile of the sidewalk so the pathway can be created easily.
To Test tile variety, i created the fire escape tile and ladder to check if platform and climbing is working
The finalized player animation by week 4, Including all movement, most;y movement code
In week 5, i started by creating the rule tile so making level would be a lot easier for the level builder, making them connect more easily, i created different top tile for the water as well so there is a random rule tile that make them change every second.
One of the thing that i learned this week is how to use the Particle System making the game look more polished, Adding trail to the player in unity, Added lighting to objects that emit light, and finally testing post processing so the game look nicer.
So i created the level, making example level, showing the overall vibe of the level.
I Implemented the time gauge UI and added lost time prefab where if player collected it, the time gauge will increase
Implemented and added code for the turret which tracks the player slowly and shoots bullet every 4 seconds. The bullet is moves forwards straight and explodes on contact with a opaque object or player.
Created the pause menu that consist of button that leads to the main menu and SFX Slider and Music Slider
I Worked on the interacting Mechanic: So if the player interacted with the beacon, 4 things might happen:
Activates/Deactivate an Object
Move an Object Position
Rotates An Object
Change the speed of an already moving object
Worked on the game title for the main menu
Sketch for the dragon boss to give to my teammate
Gam Jze Shin (0353154)
Week 03
Progress:
Pixel Art Research
Pixelorama Exploration
Since I had no prior experience in drawing pixel art, I began researching it online. I also asked a group member who had done pixel art before for recommendations. They suggested Aseprite and Piskel. However, Aseprite is a paid application, so I decided to explore Piskel instead. While Piskel seemed like a good platform, I found its limitation of supporting only a single layer to be restrictive for more complex artwork. To find a better alternative, I asked ChatGPT for suggestions and discovered Pixelorama. After trying it out, I found it more suitable for our needs. I shared it with XiaoHui, and we both agreed to use Pixelorama as our drawing platform.
I began exploring the Pixelorama platform by learning how to use its drawing tools and understanding the process of exporting artwork into spritesheets. To improve my pixel art skills, I searched for graphic references online and practiced by redrawing it in Pixelorama. This helped me gradually become more familiar with the pixel drawing process.
Week 04
Progress:
Turret - Done
Bullet/ Trail - Done
Patrolling Robot - Done
I discussed with XiaoHui how we should divide the work for the art assets we need. Since she had already started creating the main character, we decided that she would continue working on the character and NPC designs. I took on the responsibility of drawing the enemies. As our game has three levels, I focused on creating assets for the Sewer and Central Clock Tower levels. In addition, I also contributed to some parts of the UI design.
Initially, I designed a larger turret that extends upward when attacking. However, it appeared too big when placed in the game scene. Eins suggested that we might still use it later for specific areas if needed. For now, I created a smaller version of the turret that can be used more flexibly across different scenes. I also separated the smaller turret into two parts which is the head and the base. Since in some parts of the game we only need the head to be mounted on walls. Therefore, I saved them as separate files for easier use.
I also created a trail graphic for the turret, just in case it’s needed, although I believe this effect can be handled directly in Unity. After that, I designed the patrolling robot and created its movement animation.
Week 05
Progress:
Gear Key - Done
Decaying Clock- Done
Dialog Box - Done
Sewer - Done
This week, I continued working on the art assets and started drawing the second level, which is the sewer area. Since I was not sure if my color choices matched those used by other team members creating assets for the game, I asked for the color palette they were using. We also agreed that once all the art assets are completed, we may need to refine them to ensure visual consistency and avoid anything looking out of place.
For the sewer level, I searched online for visual references and chose blue as the main color for the floor and walls. Initially, I made the sewer water a clean blue, but I later realized that sewer water should appear dirty and mossy. So, I adjusted the color to better reflect this. I also included details like pipes and doors commonly found in a sewer environment.
After completing the drawings in Pixelorama, I uploaded the files to Unity and pushed them to GitHub so that all group members could access them within the Unity project. This makes it easier for everyone to view and track each other’s progress, as we can conveniently share and update our files in one place.
Week 06
Progress:
Steampunk Dragon - Done
Center Clock Tower - Done
Dialog Box - Refined
In Week 6, we decided to present our Task 2 in class. Therefore, I needed to complete the art assets before Thursday’s class. I tried my best to finish everything on time. Drawing the assets took longer than expected even if they did not look very complicated.
I started by drawing the dragon. After completing it, my group member Eins suggested that the dragon should look more menacing. He also proposed the idea of creating a larger version that only includes the head. Taking his feedback into account, I created a new dragon asset that focuses just on the head, using a 128 x 64 pixel size.
After that, I moved on to designing the Level 3 assets, which included the central clock tower. I researched various references online to understand how indoor clock towers typically look. Since clock towers are usually filled with gears and clocks, I created multiple gear designs so we could place them randomly throughout Level 3 for variety.
I was unsure about the main color scheme for Level 3, as I did not want it to look the same as Levels 1 and 2. So, I went with a brown-gold palette to give it a distinct feel.
I also refined the dialog box, as I felt the previous version didn’t match the overall game aesthetic. I added some gear graphics around the dialog to better align it with the Level 3 theme.
Since we were scheduled to present this week, we also worked on our presentation slides for Task 2. I exported all my art assets from Pixelorama as a sprite sheet and included them in our Canva presentation slides.
Week 07
Progress:
Steampunk Dragon - Refined
Act 01 & 02 Tiles - Refined
I made some updates to the art assets I previously created. For instance, I added more shading to the objects—without it, they appeared too plain and hard to see clearly in the game due to their small size. The darker shading helps enhance their visual impact. Additionally, for the final boss, I improved the attack animation by adding more frames. Instead of the previous simple open-and-close mouth motion, it now opens and closes more slowly and smoothly to create a more polished and dynamic effect.
Liew Xiao Hui (0353121)
Week 03
Progress:
Player’s game visual - Done
I began by searching for visual references to determine the suitable style and size for the character. Since I didn’t have prior experience with game or pixel art creation, I also did some research on 16x16px pixel art. After that, I downloaded the free software options we found and tested them to make sure they could export correctly and included the essential features I needed. Once I confirmed the software’s functionality, I familiarized myself with the chosen application by starting to design and draw the player’s character. After completing a draft of the player’s character, I shared it in the group so the team members, who have more experience in this, could provide suggestions for improvements or refinements.
Week 04
Progress:
Player (Idle) - Done
Clockwork Heart - Done
Street light x2 - Done
Floor tile set - Done
I continued working on the visual assets, and in the meantime, Jzeshin discussed with me about dividing the workload so both of us would have an equal share of tasks. Since I had already completed the idle state for the player’s character, I took on the responsibility of creating all the player character animations, NPCs, Act 01 assets, and several visual elements that would appear throughout the game. We also began searching for a suitable font for our game. After testing a few options, I found that the Harmonic font was the most suitable. To confirm its readability and user-friendliness, I tested it by applying it to our game title and a sample paragraph using Lorem Ipsum in Illustrator.
Week 05
Progress:
Player (Walk) - Done
Player (Jump) - Done
Player (Climb) - Done
Player (Hide) - Done
Act 01 tile set (walls, deco, etc.) - Done
Beacons - Done
I continued working on the player’s different state sprite sheet animations, referring to visual references from Pinterest to ensure that each frame's movement looked smooth and natural. After that, I started creating the wall tile set for Act 01’s street buildings. Meanwhile, Eins took charge of the floor tile set since it required handling different angles and levels of darkness, which I wasn't familiar with. I moved on to designing the street and building decorations such as windows, doors, roofs, and other details. It was quite challenging for me to visualize how the wall tiles would come together to form a complete building in Unity. To help with this, after completing a wall tile, I would arrange them into a simple mock-up building layout to check if the textures, colors, and shading were consistent and to ensure no parts were missing. Once satisfied, I continued with other elements like roofs, gears, and pipes, keeping everything aligned with the established color palette.
Week 06
Progress:
Player (Interact) - Done
Player (Wall Slide) - Done
Act 01 Background - Done
NPCs (Act 01, 02, Background Character) - Done
Decaying Clock - Done
I continued by completing the Act 01 background, as I felt it would look too plain with just a single layer of buildings. To add more depth and interest, I designed additional background elements. At the same time, I worked on adding new player states, wall slide and interact after Eins integrated the existing animations into the game and realized those states were missing. Afterward, I searched for visual references suitable for the NPC designs and completed their animations in different states. I also took on the task of redrawing the decaying clock, as I felt Jzeshin’s original version didn’t quite match the game’s overall aesthetic in terms of color and clarity, it might have been difficult for players to recognize it as a decaying clock. Once all my parts were done, I started preparing the presentation slides by arranging the overall layout and setting up titles, so my teammates could easily drop in their content. I uploaded my completed work to the slides, and for visual assets involving animations, I exported them as GIFs to make it easier for our lecturer to view them clearly.
Final Outcome:
The final outcome included several updates, such as adding new states for the player character, specifically the die and respawn animations, to enhance the gameplay experience and flow. Additionally, I made some refinements to the Act 01 tile set.