-
Notifications
You must be signed in to change notification settings - Fork 0
Architecture
Unity Editor 2022.3.10f1, Text Mesh Pro, C#, Unity Input Manager, Set Machine Blender
This will be a Game written in C# and designed in the Unity editor using the natively built-in Unity packages.
*Everyone will be responsible for creating a unique puzzle type, and we will all be working on the end boss fight together
-
Ethan: Player Movement, Moving Platforms,
-
Robbie: static hazards, Dialogue, Installer
-
Spencer: Collectables. Menus, Key Remapping
-
Caleb: zero gravity movement, cutscenes, scene transitions
-
Jason: dynamic hazards. Death/respawn
Beta-Testing: Release for Windows
The build will maintain state in memory.
Views
Main menu: This will be the first view that appears when the user loads into the application. This menu will allow the user to load into the level scenes as well as into the Options view (see below).
Options menu: This view is in the same scene as the main menu, appearing when the user selects "Options." This menu allows the user to change the volume settings for the overall sound level, as well as the sound effects and the music.
Level Select: This view appears after the player presses the start button on the Main Menu. This view shows the player which levels they have completed (highlighted in green) and which have yet to be completed (highlighted in red). This view also allows the player to return to the Main Menu if they so choose. Once selecting a level, the player will be switched over to the level scene.
Level: This example shows what the typical main view will be for each level scene. This view shows the player and the puzzles they need to pass in order to reach the end of the level. This is one of two embedded views for this scene.
In-Level Options: This options menu view appears in each level scene when the player pressed the escape key. This menu allows for the user to change the sound levels and includes a button to allow the user to go back to the main menu.
In-Between Level View: This screen is shown after the player completes each level. Rather than automatically continue to the next level, this view allows the player to know if they have found the hidden collectible token and replay in order to find it, as well as allowing players to quit and continue at their own pace.
Models
Dynamic Hazards Components/Game Objects Diagram: This diagram shows the components belonging to each dynamic game object in Unity which allow them to work with the intended functionality. This included built-in components and scripts of our own design.
Collectables UML Diagram: This diagram shows the basic backend to the collectibles in the UML format.
Player Object Component Diagram: This diagram shows the components attached to the Player in order to create the desired functionality. The player will need to have its unique sprite rendered, with the animator to handle walking, jumping, and idling animations as the input comes through. The capsule collider and rigidbody allow the player to interact properly with the environment, as well as allowing us to modify the physics imparted on the player. The scripts allow for us to move and jump the player, as well as change the gravity direction.
Static Objects Component Diagram: This diagram shows all the components attached to any static game object. These objects include some hazards, as well as the non-moving platform and the Ship AI NPC. There are some common elements, and some unique elements to create desired functionality.