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Main Character

Jescy edited this page Oct 5, 2021 · 31 revisions

Background

The main character is named Jason, who is a twenty-one years-old boy who is racing home to save his girlfriend.

Appearance

Jason's aesthetic image was originally designed as a man in a tracksuit, and since this is a racing game, the outfit of the main character was designed to be suitable for running. After discussions with other groups in the studio, we changed the original characters to unify the game's art style - pixel art, the history of the changes and the final effects are shown below.

The initial character design

Initial side view

Initial sides view

This image was altered after we unified the painting style and game background information with other groups, and finally, it was modified to form three statuses - standing, walking, and running. The statuses are first produced as .PNG images, and then improved into .gif images.

PNG Images

Idle Status

This frame of Jason will be shown when the player has just begun the game and has not started to control Jason to move - idle status.

Idle Status of Jason


Walk Status

These walking frames of Jason will be shown when the player starts to control Jason to move forward. Since we are developing a game where the screen keeps moving right, Jason can only move in the right direction.

Walking with Right Leg in Front Walking with Left Leg in Front


Run Status

After the player has been controlling Jason to move towards the right for a period of time, Jason will speed up and start running. Running frames are shown below.

Running with Left Leg in Front Running with Right Leg in Front


Jump Status

When Jason collides with an obstacle, players have the choice for Jason to avoid it by jumping over the obstacle. Jumping frames are shown below.

Jumping Frame 1 Jumping Frame 2 Jumping Frame 3


Crouch Status

When Jason collides with an obstacle, players have the choice for Jason to avoid it by crouching down and move under the obstacle. Crouching frames are shown below.

Crouching Frame 1 Crouching Frame 2


Attack Status

When Jason collides with an obstacle, players can either choose for Jason to avoid it or attack it. In this case, Jason has chosen to attack the obstacles, therefore, attacking frames are to be shown below.

Attacking Frame 1 Attacking Frame 2 Attacking Frame 3


Pick-ups Status

When Jason encounters items in the game, players can choose to let Jason pick up these items to generate different benefits. The image below shows the transitional action of Jason picking up the props.

Picking Frame 1 Picking Frame 2 Picking Frame 3 Picking Frame 4


GIF Animations

Walking

Walking

Running

Running

Jumping

Jumping

Crouching

Crouching

Attacking

Attacking

Picking Up

Picking Up


New attires with unlocking achievement

Only gold achievement will unlock a correlative attire. The demonstration image - idle status of the three sets of attires will be shown below.

Gold_2: "You've survived for 10 minutes with full health!"

The correlation of the attire with the achievement is shown on the sleeve of the jacket. The heart indicates that Jason had survived with full health for 10 minutes.

Gold_2 attires

Gold_4: "You have successfully picked up 20 items!"

The relationship of the attire with the achievement is also shown on the sleeve, the question mark implies the unknown object that Jason is picking up.

Gold_4 attires

Gold_6: "Survived for 60m, RUN for your life!!!"

The design aspect of this attire is that Jason is looking very experience by protecting himself with the masks as well as wearing high boots to avoid injuries from obstacles.

Gold_6 attires

Key Map:

Below is a table including descriptions and controls of how to manipulate the main character.

Action Key Control Comment
Jump W / UP
Crouch S / DOWN
Run Right D / RIGHT
Attack SPACE
Item Pick Up X
Use Item E
Switch Item To be determined Future Sprints

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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