Game Development: Fairy Of the Year, Online Platformer
Duration: 25/9/2024 - 8/1/2025 (15 weeks)
Project: Develop an online platformer game
Table of Contents:
Overview
During my fifth semester of university, I had the
opportunity to develop an online platformer game from
scratch. The project's goal was to allow us to explore
gameplay mechanics and user interfaces that help improve
the player's experience.
Some of the things I had done in this game were:
- Game design document compilation
- Assets creation
- Animating assets
- Sound sourcing
- Developing the game
Programs used:
The process
The game development process can be split into 3 stages,
pre-production, production and post-production. Due to time
constraints, the game was never tested with any beta
testers.
Pre-Production
This stage can be split into 2 phases, the game idea
phase and the idea refinement phase.
Game Idea
I initially had 2 ideas for a game, one being about a
tooth fairy and the other being about a cat finding its
way home.
Game ideas
by Janice Eng
After getting my ideas approved by the lecturer, I decided to focus on
one idea which was the 'Fairy of the Year' idea. My reference for the game
was those platform games made by Cartoon Network or Disney XD for their
cartoons. Additionally, my visual reference for the game was mainly based
on the cartoon 'Fairly OddParents'.
Figure 1.2 Visual Reference for the Game Design
Moreover, for my visual reference for the main character designs, I
was mainly inspired by Kirby and the Tooth Fairy from 'Fairly
Oddparents'.
Figure 1.3 Visual Reference for the main character design
Refining the Idea
After exploring some free platformer games, I got to refine my game
idea. Some things I worked on refining were the:
- Storyflow
- User Skills
- Enemy Skills
- Level Design
Figure 1.4
Initial Game Design Document
Production
Moving onto the production phase, which can be split into 2 sections:
- Design
- Development
Design
This section involves identifying what assets were needed for the game
and producing them.
All the assets have been compiled into the final game design document.
But I will show some of the assets made.
Main Character: Floss
Main Anatagonist: Bristle
Figure 1.8 Bristle Normal Stills
Figure 1.9(from left) Bristle Dies, Bristle Hurt and Bristle Idle
Animation
Background
Art Asset Document
Development
Developing the game involves bringing all the assets into Unity. I will
go over some of the things I did in Unity.
Traps
Projectile Launcher
For this one, I followed this video tutorial on how to make a launcher that spawns and launches the projectile at
intervals.
Figure 1.12 Projectile Launcher
Spikes and DeathSpikes
I have 2 types of spikes:
- The normal spikes will take away 20% of the player's HP
- The death spike will insta kill the player
I made a springboard that can help boost the player high up. I followed
this video to make it. It worked out fine.
Figure 1.14 From left, death spikes, springboard and normal spikes
Enemy AI
Enemy patroling
My enemies will be walking at a fixed distance.
- For the mom, her patrol area will be larger as she has short-range attack and having a larger patrol area can increase her hit zone.
- For the dad, his patrol area will be smaller than the mom's by a lot as he is a long range attacker. His lack of patrol area can be made up by his longer range.
For the patroling code, I followed this video tutorial.
Figure 1.15 Final Outcome of enemy patrolling
Enemy Attacks
There will be 2 types of enemy attacks:
- Hit by a butterfly net, a short-range attack, done by the mother
- Hit by a bullet, a long-range attack, was done by the father.
Figure 1.16 (Left) Dad Attack (right) Mom attack
UI Screens
Scenes
My current scene list looks like this:
- Main Menu
- Level 1
- Level 2
- Boss Level, dialogue scene
- Boss Level, fight scene
My plan for navigating between menu and level scenes:
- Make use of the button on click function
My plan for navigation between different levels:
- Make use of the on trigger enter go to another scene.
Figure 1.19 Main Menu Scene
Figure 1.20 Level 1 Scene
Figure 1.21 Level 2 Scene
Figure 1.22 Boss Level, fight scene
Sound sourcing
Sounds
by Janice Eng
Post Production
The post-production phase typically involves beta
testing. But as mentioned, due to time constraints the
game was not tested. So this phase only consisted of me
uploading my files to Netlify.
Final Work
Game Design Document
Figure 1.23 Final Completed Game Design Document (13/1/25)
Game Walkthrough
Game (please view in full screen)
Game Website(theres something wrong with the hp bar for lvl1
and 2, its fill amount wont change. Kill yourself at the start
to reset the hp bar and allow the bar to properly track your
health):
I enjoyed coming up with the game concept and storyline for this project. However, the development part, especially the coding and using Unity was really hard on me. All the troubleshooting really led to a lot of sleepless nights. I still feel like my game mechanics or level design could be more refined and thought out, as they currently seem very easy to beat.
However, I do feel like this project is very interesting and I learnt a lot from it. If given the chance to work on a game in the future, I would take up that chance.















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