Member Efforts:
Aurellia Franseska Djauhari (0365053)
Eins Herbert Takawijaya Tee (0365993)
Gam Jze Shin (0353154)
Liew Xiao Hui (0353121)
Aurellia Franseska Djauhari (0365053)
Week 07
Progress:
Make the enemy
insert audio to turretsmol
I made progress by successfully creating an enemy for the character, which adds more interaction and challenge to the gameplay. I also enhanced the user experience by inserting audio into the Small Turret (turretsmol), giving it sound effects that play during actions like shooting. These updates improve both the gameplay mechanics and the overall atmosphere of the game.
Week 08
Progress:
Make the big turret
insert music, walk sound effect and jump sound effect for the character.
In Week 08, I focused on developing the big turret for the game. This involved implementing a larger, more powerful enemy turret that stands out from the smaller version. I worked on its attack patterns, and behavior to make it more challenging for the player. For the audio, I make it the same as small turret. Originally, the turret was designed to face right, so I made an additional version that faces left to cover both directions in the game environment. This ensures better gameplay balance and allows the turret to engage the player from multiple sides. By implementing this variation, I added more strategy and variety to enemy encounters, making the game more dynamic and challenging.
Eins Herbert Takawijaya Tee (0365993)
Week 08 - 11
On this 3 weeks i didnt do much, i was just getting ready for the final boss fight, too make sure i have enough for the prototype presentation
Dragon Boss Fight
Makes the dragon move up and down randomly
Added fireball
Make a spawner scriptable object that spawn fireball, has lifetime, Z change after shootings, starting Z, Spawn Amount.
Made the base arena for dragon boss fight
Dialogue System
Added choice dialogue and normal dialogue
Can you go to next dialogue by pressing next button
Choice can be choosen by clicking the button on the dialogue
Dialogue Contains, Image, Talking Name, Content, Next Button, Choice Button
Hiding Tile
Created a hiding tile where players can hide in if the player is pressing S, the player will go up if S is released
Players can hide from bullet attacks if the player is hiding
Finally, In this weeks, i helped my team in GitHub merge conflict, and Bug Fixing
Gam Jze Shin (0353154)
Week 08
Progress:
Art Asset Added
Level 02 Map Part 1
Since we still needed a frame for the final boss dragon, I began working on it in Pixelorama. However, the process was quite challenging due to the tileset being limited to just 16 x 16 pixels. The dragon I had previously designed was much larger, making it difficult to express its ferocity within such a small space. I tried drawing several versions, but none of them felt right. Eventually, I decided to focus solely on the dragon's eye. Despite being just a small part, the eye alone powerfully conveys the dragon’s presence and intensity to the player.
Then, I started designing the Level 2 sewer stage. After discussing with Xiaohui, we agreed to each design and arrange the levels ourselves to achieve a better visual outcome. We asked Eins to guide us on how to place our tilesets in the scene. The process wasn’t too difficult, but it required careful attention to layer order and proper separation. Designing the level also required creative thinking, so I searched for inspiration on Pinterest and brainstormed ways to make the layout more engaging and challenging, rather than too straightforward. I also learned how to use lighting effectively—since the sewer tower environment shouldn't be too bright, I needed to balance the lighting so the player could still see the surroundings clearly while maintaining the dark atmosphere.
Our game is story-based, and each level features an NPC that players can interact with. These NPCs deliver dialogues that reveal the game’s backstory and provide useful tips for progressing. I contributed by writing the dialogues based on our theme, creating three unique interactions across different levels — with the librarian, the artist, and the steampunk dragon. I also included dialogue options for players to choose from, enhancing the interactive experience.
Week 09
Progress:
Lever 02 Map
I continued working on the Level 02 map. Since the sewer environment is an enclosed space, I designed it in a way that allows players to climb and follow a guided path through the level until completion. I focused heavily on using pipes as the main element—they’re connected to the ground and also serve as platforms for the player to jump on. These pipes not only help with navigation but also allow the player to avoid enemy attacks. At the end of the map, I designed a narrower path to limit the player’s movement space, guiding them toward a unique NPC placed in that area. This ensures the player won't miss the NPC as they progress. Additionally, the player must interact with a beacon to unlock access and move through the final section of the sewer water.
Liew Xiao Hui (0353121)
Week 07
Progress:
Level 01 map
Adjusted and refined tileset elements
After Task 02, I wanted to keep contributing even though I lacked Unity and coding experience, so I was assigned to create Level 1 since I had previously designed its visuals and layout, giving me a clearer idea of how to combine and use the tileset. Eins taught me how to use the Tile Palette feature in Unity with our tileset, making it easier to build levels with layers.
During the process, I spent time learning how to properly layer and arrange tiles. I also discovered some missing or insufficient tilesets. For example, while I had drawn open gable and sloping roof tiles, the wall tiles were only square, which caused corners to stick out awkwardly when using sloping roofs. This limited me to only flat roofs, so I revised and added new wall tiles. I also noticed that the roof was perfectly 48px, but when placed in Unity, it connected directly with the wall below, which wasn’t realistic. To fix this, I repositioned and redrew the roof so it extended slightly outward, occupying half a grid cell in Pixelorama. Once these refinements were done, I continued building the level. I also experimented with creating an opaque layer to define collision areas, ensuring players could only move along designated paths.
Week 08
Progress:
Group e-portfolio
Level 01 map
Dialogue sprites (Player & NPCs)
As confirmed by Ms, our submission would be a group e-portfolio, so I suggested using Google Sites for real-time collaboration. I set up the site, added Task 01 & 02 slides, and created sections for each member’s progress. I documented my weekly tasks with screenshots and compiled Task 02 animated designs into GIFs for clarity.
Next, I worked on building the Level 01 map. Since I lacked familiarity with steampunk street design, I used Pinterest references to guide the layout. I tested the map constantly to ensure smooth navigation. I also added lighting to each lamp tile for ambiance.
During the process, I refined several tilesets:
Adjusted windows and doors to align at the center of two grid cells for better building symmetry.
Repositioned fences and created new wood tilesets (vertical, horizontal, slanted) to achieve the desired building designs.
Added movable platforms triggered by beacons to assist players in progressing through the level.
Lastly, Eins mentioned that dialogue sprites were needed for both the player and NPCs, so I was tasked with designing these sprites for all characters.