ASSESMENT UPDATE


The much anticipated ASSESMENT UPDATE has many new features and is actually a semblance of a game, as opposed to previous versions.

This world changing new update means many features that were not in previous versions including the revolutionary new game changing mechanic: having two levels.


there are some changes from the original game concept and they are listed below.

 - there is no tower defence element.

 - totems have different mechanics

             - in the game concept:

                    - totems give power ups, and can be placed anywhere by the player

              - in the ASSESMENT UPDATE:

                   - totems are fixed in the world and can be activated to see the surrounding area, they also spawn enemies.

- in the  ASSESMENT UPDATE there is no boss fight unlike the game concept where I had a good idea for one, this is because I simply ran out of time but this may come in a later update.

- I didn't specify an attack method in the game concept but did say there would be one,


Feedback:


there was feedback that said the movement was too fast and jittery, I fixed the player so that they would move slower and more stably

there was also feedback about the attack tentacle being too quick to dissipate and ruining a slow feel people got from the game, I fixed this by changing the feel of the game by adding many more enemies, making it a more quick paced game to suit the quick tentacle, this may be changed in a future update as well.  


Assets:

there were many different assets I used for this project, i have divided them up into the various folders they reside in,

Art:

    - Circle: the circle folder had two png images of a black and white circle, this was used for the totem circles, the death circle, the ending circle and for the tentacle masking.

    - Enemies: this had old files of placeholder sprites for various enemy related things, they are not in the final game.

    - Intro: this had all the art assets used for the intro sequence.

    - TileMaps: this folder houses every tile map file (including some obsolete placeholder ones)

    - TotemStuff: this folder only has obsolete files of totems and such.

    - Walls: the png images of the dark area the player spawns in (DarkArea), the walls (WallsTileMap1) and the pits (WallsTileMapinverted1).


Enemies:

    - this folder holds the art and prefabs of the enemies

Fonts:

    - this folder holds the font i imported from the unity asset store, made by Jazz Create Games. link below.

    - https://assetstore.unity.com/packages/2d/fonts/bubble-font-free-version-24987

MovementScripts:

    - holds all scripts for all non node based movement.

Nodes:

    - holds all scripts for creating and following nodes for use in the a star method.

Scenes:

    - holds all scenes.

Scripts:

    - holds misc scripts.

Smidge:

    - holds all scripts, art and animation relating to the player.

Totem:

    - holds all scripts, art and animation relating to the totems.





Controls:

up - W

right - A

down - S

left- D

Tentacle - mouse

Use the tentacle to kill enemies and light totems.

References:

font: 

made by Jazz Create Games - unity asset store.

https://assetstore.unity.com/packages/2d/fonts/bubble-font-free-version-24987

all other art:

made by me. 

Features:

 - Custom art assets

 - User interface

    - title screen:

       -tip screen


     - Credits screen



       -level clear screen at the end of each level


     - Death screen


       -Victory screen when the second level is beat


 - Advanced programming functionality

       - Artificial Intelligence

              - The A* search

       - Path finding

              - The A* search method

              - Used Pursuit in the larger area for efficiency

       - Multiple Levels

              - There are two levels, this counts as multiple.


##############################################SPOILERS###################################################







Walkthrough:


Level 1:


upon starting the first level the fastest way of beating the level is to make your way down, lighting up totems as you go.

eventually you will make it to a big totem witch, when lit up, will clear the level.

Level 2:


to complete level 2 go down, then left. there will be small stairs to go up. follow this path and you'll reach the goal totem.

Files

Build6.zip Play in browser
Oct 16, 2020

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