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katrinafu1 edited this page Aug 18, 2021 · 17 revisions

Background Style

The introduction of pixel style

The game as a whole uses pixel style. The pixel style comes from the early arcade OS interface style. After the hardware performance improved, people generally gave up using this style and replaced it with a style that enhanced technical ability and artistic expression. However, today, the pixel style is still retained and used in the design of some game interfaces.

Pixel style is often linked to the dot matrix, when we zoom in on the dot matrix we will find a small square, that is the so-called pixel. We are familiar with 720p and 1080p, which represent the number of vertical pixels in the image.

Strictly speaking, even the finest bitmap is made up of pixels, and what we call "pixel style" often refers to the art style with small squares visible to the naked eye. Pieced beans, cross-stitch, mosaics, led light signs are actually a kind of pixel art.

Why use pixel style

With the development of pixel style, the current market of pixel style games have smaller pixels, finer color processing, obvious layers of characters and environment, and can reflect the material of objects to some extent. Works to this extent are quite mature and have their own artistic characteristics, as shown in the figure.

among us

In addition, the pixel style also has the following advantages

  1. The clear pixel dots make the pixel style have a magical expressive effect on details.
  2. The use of pixel style can be considered a low-cost but expressive design approach in terms of hardware loss, and will be chosen by many indie game teams.

Character/ Props Style

Character style

Main character :Jason

main character jason

Alien soldiers :Alien

alien soldiers

Character status

  • Poisoning effect(The border around the player's screen will be blue)

poisoning effect

  • Character health point style

health point style

  • Character attack

character attack

  • Character outfit : cowboy, alien, monster, knight.

  • Character walk, crawl on the ground, run fast.

  • The character can choose to use a different prop.

Prop style

  • Easy to understand

  • You can make it yourself and use simple props to make different props

  • Number of items used

  • Items can be upgraded with rare materials

  • Special effects when props attack

  • Different sound effects are used for different props

prop style

Background music

As the game background is the battle between humans and Aliens, so our music style will be futuristic and Cyberpunk style. Neo Tokyo - Cyberpunk Mix

Sound effect

While the player is being attacked or taking the props, the sound effect will also be added.

Background effect in different parts of the map : sounds in the forest, sound when you enter the desert.

Game Environment & Map

The game's maps are presented to the user in a simple pixel style. The game's missions and items are distributed in different locations on the map, and players can walk around the map at will to find and complete the missions.

map

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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