Documentation. AT4


~ Documentation for AT4  | Rory Walley | 483927 ~

>Comparison to my original game concept:

The name for the game, Cyberjump, remained the same through all of its development, taking inspiration from the up and coming Cyberpunk 2077.. The genre that I listed has changed, the original intention was to contain a combat element but due to wanting to shift away from constant conflict violence I opted for a movement based platformer focused on getting into a rhythm with the jumps and getting to the end. 


In the concept there is mention of "collecting a score" which never got added due to poor time management and sorting out the actual jumping mechanic along with wall jumping. Could be added in a later build when all the marks are taken for the game where it requires fine-tuned jumps to get over to a location in the distance.

The concept art that was taken from the creators of the art assets was used as an example of what the game would look like, It remains somewhat true as I have used the character art and a nice wide variety of two other sprites. 


>Summary of the summary of feedback and how I used it:

I read through the feedback that I received and summarised it in a previous devlog. The "feedback on the movement" section was the biggest influence on the final submission as this section is feedback on the main mechanic of the entire game. Reading through the feedback almost all of it was based on the jump and how it did not work nearly half the time; as stated in the summary devlog I feel it was in relation to the ground check game object I used and how it could possibly get stuck in the ground due to it being a radius so now the radius is bigger and there should be less falling into the ground..

The stability feedback mentioned it was all fine which was great and all but I guess in hindsight this question was rather open ended and could have been more specific.

Feedback on directional awareness yielded a few suggestions, both of which I was either using or planned to use. I settled on the plain black background despite these suggestions.. mainly because of poor time management and not being able to find a HD image big enough to cover some of the levels without it looking bad. 

Feedback on the puzzle element, this got scrapped. I wanted there to be a wacky puzzle where you have to guess the correct door or you go back to the start. However, this did not sit right with me as it wasted peoples time so now you just jump similar to a normal platformer, and with the issue of jumping I had I decided that the "wrong door" would take you to a secret level which was a suggestion. That secret level is yet to be created in full however...

Feedback on the pause menu gave me the all good to keep it how it is. One suggestion was to put it on the escape key but I did not end up going with that idea mainly because I had it that way before but after consulting my friend he asked "what about people who have a non-functioning escape key?" and I kept it how it is currently.

Overall feedback contained comments on the jumping not working which of course prompted me to attempt a fix on that. Did not add the timer suggestion due to time, sorry about that feature not being there.

>Asset List (referencing):

Player character (https://ansimuz.itch.io/warped-city | created and uploaded by ansimuz) 

  • This was used of course for the player character, this asset pack contained a lot of images for various animations. I made use of the jump, run, and idle animation.

Floor, wall, and (presumably) streetlamp textures (https://ansimuz.itch.io/warped-city | created and uploaded by ansimuz) 

  • The floor and wall textures came from the same asset pack as the player character. The only assets I used from this pack in terms of environment were the blue "floor" textures, the dark blueish black "wall" textures, and what I think were originally street lamps. The street lamps are what I use as exit points.

Fonts from (https://www.dafont.com/blade-runner-movie-font.font | created by Phil Steinschneider)

  • The font is used for the game title on the main screen, the start button on the main screen, the pause menu and buttons on there, the death scenes and the buttons on there, and was used for the end panel scene)

Fade to black transition from (How to make AWESOME Scene Transitions in Unity!| uploaded by Brackeys)

Double jump script influence from (2D DOUBLE / TRIPLE JUMP PLATFORMER CONTROLLER - EASY UNITY TUTORIAL| uploaded by Blackthornprod)

  • Double jump script used for the double jump mechanic.

Wall jump script from (How to make a 2D Wall Jump & Wall Slide using UNITY & C#!| uploaded by Blackthornprod)

  • Wall jump script used for the wall jump mechanic.

Movement script from (Unity 5: 2D Platformer-Player Controls [3.1]| uploaded by Dual Core Studio)

  • Movement script handles the movement mechanic (running and jumping)

All the above mentioned scripts are combined into one for a character controller script and that script is being used in my game.

>Scripts and scenes used:

  1. "PlayerMovement" (handles all the player movements)
  2. "Paused" (pauses the game on press of the purple button in the top right of each level)
  3. "ResetPlayerPosition" (originally a reset script for if the player fell but now handles most of the scene swapping mechanics)
  4. "SceneSwitcher" (is used by the pause menu for the main menu button and the other buttons, I kept it on this one as I made many scene swappers and did not want to break anything by changing anything)
  5. "SceneSwaptest" (this is used for the "RESPAWN?" button for when the player dies)
  1. "MainMenu" (the main menu scene)
  2. "death tute leve" (the death scene for if the player dies during the tutorial the missing l was in the unity file too)
  3. "Tutorial level" (scene for the first level)
  4. "Level2" (scene for the second level)
  5. "Level3" (scene for the third level)
  6. "Level4" (scene for the fourth level)
  7. "death level 2" (scene for the possible death on level 2)
  8. "death level 3" (scene for the possible death on level 3)
  9. "death level 4" (scene for the possible death on level 4)
  10. "secret" (scene for the secret level which isnt implemented yet and wont be before marking)
  11. "end panel" (scene for when the player reaches the end of the current 'final' build)

>User guide:

The objective of Cyberjump is to utilise free running or parkour movement system to get to the end exit which can take you to the left or the right.. maybe even up... Watch your step to avoid death.

Keyboard button 'A' - move left
Keyboard button 'D' - move right
Keyboard button "Spacebar" - jump

>Moving to the left or the right and pressing the spacebar will propel you the chosen way
>Pressing the spacebar twice will allow you to double jump. (this is a handy feature)
>Jumping into a wall and holding the direction the wall is will allow the player to slide down said wall.
- Holding the opposite direction key and pressing the space again will allow the user to perform a "wall jump" (this is useful for getting to higher places)

>Closing statement

To you reading this, thanks for playing and possibly leaving feedback. Big thanks to Lindsay for teaching this unit and it being a rather good one. 

Hot fact: This game contains 137 floors and 56 walls over all levels (not including the secret level and give or take like 1) this probably could have been done more efficiently.. the gif attached is what I was hoping the game WOULDNT look like with all the floors and walls. (https://tenor.com/view/fall-fail-ceiling-entrance-hey-gif-3576087)

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