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Character Power Up

michellecheng1 edited this page Sep 14, 2021 · 18 revisions

Introduction

This is the document detailing the character assets added to the game by Team 3, covering how the player model is changed from sprint 1 to look more menacing. While also covering the animation and the visualization aspect between the player and the powerups.

Concepts

Inspirations

The original idea was to have something similar to the star power-up for Mario where the entire character model changes based on the power-up. Mario under the superstar power-up

Later it was decided to have an icon to display what effect the player is under like this game Slay the Spire, where a simple icon is enough to communicate with the player. (this can simplify the animation process compare to changing the entire character - don't know to take it out if later) Like in this case, the sword represents attack and the green spiral represents the status effect. slay the spire

Mock-ups

Following the inspirations, an overall direction was decided to have an icon above the player and there will be minimal changes to the character model(e.g. outline and colour) other than movement. For example, the character may have a drastic and faster movement under the effect of speed boost, but its colour and outline will stay the same.

Below, are some examples of mock-ups created. These were made based on the buffs/debuffs that are suggested within the ticket from the power team (https://github.com/UQdeco2800/2021-studio-4/issues/36)

Impaired vision Decrease movement Speed boost Immoblized(cannot move)

These mockups show the idea of having icons above the player's head to represent the status of the player. The aim of the icons is to be easy to understand so that the player can immediately understand the status effect.

Later on, the mock-up icons were scrapped and it was decided that the same icons that the power-up team designed would be used for the sake of consistency.

Implemented Assets in Game

Method of Implementation

To add the different animations, sprite sheets were developed and added into the source/core/assets/images directory. This will then be implemented using their respective atlas file and will be triggered base on the status of the player.

The image below shows the animation stills of the player with the speed increase buff, as an example of how the buff/debuff icons are implemented.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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