Game Development - Final Project: Playable Game
Lew Guo Ying / 0365721 / Bachelor of Design in Creative Media
Game Development
Index
Instructions
Requirement:
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Empathized with others in group settings,
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Interacted positively within a team,
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Fostered stable and harmonious relationships for productive teamwork.
Reflective writing is an essential part of the TGCP (Teamwork & Group Collaboration Performance).
- Unity Project files and Folders
- Video Capture and Presentation of Gameplay Walkthrough
- Game WebGL Build
- Blog Post for Reflective Studies
Final Project Plan – Sands of the Stolen Heart
For our final project, Sands of the Stolen Heart, the primary goal is to complete the full game level and bring all core mechanics to life. This final phase aims to deliver a polished, fully playable experience, tying together narrative, gameplay, and system design.
The development will focus on:
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Finalizing the crafting system for minions, expanding it to allow players to summon additional followers, turrets, and shields to aid Sahira in her soul-collecting quest.
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Introducing new enemy types to make combat more dynamic and challenging.
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Designing and implementing the complete boss mechanics for Anubis, featuring an intense two-phase battle where Anubis enters an ultra state at low health, unleashing devastating attacks and patterns.
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Developing the introduction and ending sequences to enhance the narrative and provide a satisfying conclusion to the adventure.
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Write and finalize the game’s intro and outro story, completing the overall narrative.
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Complete the crafting system for minions, including:
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Adding new followers, turrets, and shields as craftable options.
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Balancing crafting costs and progression to ensure fair and rewarding gameplay.
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Add new enemy types to make combat and soul collection more engaging.
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Build the full boss mechanics for Anubis, including:
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Implementing two boss phases, with the ultra state activating at below 20% health.
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Designing and coding new attack patterns for both phases.
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Conduct combat balancing and bug fixing for boss fights and enemy interactions.
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Perform final polishing and debugging of gameplay mechanics, UI elements, and scene transitions.
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| Fig1.1 Exporation |
For the boss development, I first worked on Anubis’s animations in After Effects, rendering only the key frames as PNG sequences with RGB+Alpha to preserve transparency. These frames were imported into Unity, where I set them as Sprite (2D and UI) and organized them into multiple animation clips, including appear, idle, fire attack, ice attack, and dash.
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| Fig1.2 Animator |
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| Fig1.3 Script |
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BossController: manages the boss’s health, phase changes, and death events.
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BossAttackManager: defines how Anubis attacks, including movement before firing, timing pauses, and showing a warning line to indicate the attack path, giving players a short window to dodge.
During Phase 1, Anubis cycles through fire, ice, and dash attacks with a 3-second interval. In Phase 2, when his HP falls below 20%, he becomes more aggressive: attack intervals shorten to 2 seconds, and dash attacks happen twice per cycle. The addition of a warning line not only raises tension but also keeps gameplay fair by allowing players to anticipate attacks.
I also added a player height offset to fix projectile aiming, ensuring that attacks feel accurate and hit the player’s body correctly. This small detail improved the overall combat experience.
Overall, creating the boss was a mix of animation setup, scripting, and balancing. Through constant testing and tweaking, I achieved a fight that feels intense, fair, and fun, perfectly serving as the climax of the game.
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| Fig1.4 CinemachineConfiner |
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| Fig1.41 Bosszone |
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| Fig1.5 Script |
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| Fig1.6 Healthbar |
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| Fig1.7 Projectiles |
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Ice Attacks: In phase one, the boss fires a single IceBall; in phase two, it fires five at once.
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Fire Attacks: In phase one, flames spawn on the tile where the player stands, dealing damage; in phase two, the boss casts a cross-shaped flame that locks onto the player’s position before striking.
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Dash Attack: The boss charges at high speed, dealing collision damage.
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| Fig1.8 Event |
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| Fig1.9 Portal |
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| Fig1.10 Warning Lines |
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| Fig1.11 Minimap |
Start Scene: Contains Start and About buttons.After entering, a short story cutscene plays, which players can progress by clicking.Ending: After defeating the Boss and entering the Portal, the ending story plays, followed by the Victory screen.
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| Fig1.12 Start Scene |
Added Scarab and Potions: allowing players to gain souls and heal easily, enhancing the thrill of overwhelming the Boss.
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| Fig1.13Publishing |
Publishing
Finally, I configured the Unity Player Settings, adjusted all necessary parameters, and successfully exported the Windows executable (.exe).
Feedback
Dr. Mia gave high praise to my game’s unique gameplay. She was especially impressed by the crafting system, pointing out that even though it was technically complex, I successfully brought it to life. She also loved the boss mechanics, noting how they made the gameplay more engaging and intense.
She did, however, suggest that I adjust the crafting UI layout, as the current setup covers some text, which makes it hard to read and slightly reduces the user experience.
Reflections
Experience
During this final task, creating the game was not only challenging but also an invaluable learning experience. From the very beginning, we poured countless hours into planning, coding, testing, and refining every detail. There were moments of frustration when things didn’t work as expected, but each obstacle became an opportunity to grow and improve. The patience we developed during this process was just as important as the technical skills we gained.
Looking back, what made this journey truly special was the collaborative spirit within our team. Everyone contributed their unique strengths, from designing creative gameplay mechanics to solving difficult bugs. This experience reminded us that game development is not just about technical work, but also about communication, trust, and teamwork.
Observation
Throughout development, we observed how team synergy and shared creativity shaped the outcome of our project. Whenever we encountered a difficult problem, instead of being discouraged, we gathered as a team to brainstorm solutions. This collective effort often led to better ideas than any of us could have achieved alone.
We also realized that attention to detail has a huge influence on player experience. Small changes—whether in UI design, boss battle mechanics, or visual feedback—greatly improved the game’s overall feel. Moreover, our ability to adapt and learn from feedback, especially from our module instructor, made a real difference. Dr. Mia’s guidance and encouragement were instrumental in helping us refine our ideas and bring them to life.
Findings
In the end, this project taught us that successful game development is built on three pillars: persistence, teamwork, and iteration. Constant testing and refinement turned rough ideas into polished features. More importantly, the journey strengthened our bond as teammates—we learned to support each other’s efforts, celebrate small wins, and push through difficulties together.
We are deeply grateful for this module because it not only enhanced our technical knowledge but also gave us the chance to experience the true spirit of collaboration. It showed us how much can be achieved when passion meets teamwork. While we are proud of the game we created, we know there is still room for improvement, and this drives us to aim higher in future projects.
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