Game Development - Task 3 Game Prototype
8/06/2025 - 6/07/2025 (Week8 - Week11)
Teu Yu Tian / 0371923
Application Design 2 | Bachelors of Design (Honour)
in Creative Media | Taylor's University
Task 1: Game Design Document
1. INSTRUCTIONS:
- Coding movements and actions
- Coding obstacles and enemies’ interactions
- Coding game levels (Logic of the game)
Progression
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Some sheets had inconsistent frame sizes.
I fixed this by adjusting Pixels Per Unit (e.g., 100 → 89) so the character have consistent size across all animations.
-
Auto‑slicing gave each sheet a slightly different center, the
position is inconsistent and when animation play, some frame
jumped around.
I re-sliced all sprite sheets manually using Grid by Count, and set the pivot point to bottom-center to make Luky’s feet always stay on the ground.
- The pre-jump animation had too many frames, causing a noticeable delay before the jump action.
I removed the pre-jump frame to make the jump feel more responsive. - The jump pose didn’t last long enough — the animation returned to the start while the character was still in mid-air.
I added 30+ extra frames to extend the jump pose and better match the actual jump duration in gameplay.
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another problem found when started to combine all member's file: Jump pose getting stuck after landing.
Solve by checking grounded state and resetting to idle/walk. -
Defend state (K key) wasn’t showing
added Trigger parameter, proper transitions, and exit time.
-
Reflection attack logic works, from the but the umbrella sprite
doesn't show at the beginning.
I work around the code and carefully to combine my Player Defend code with his code and finally it works.
-
Added code to detect slippery surfaces, but the visual or
animation effect isn’t showing.
I double check physics material, layer detection, and animation trigger connections, it works.
Respawn works but need polish.
https://drive.google.com/drive/folders/1qOWOw2NdPX8851UeJkO6LzH5Bjr5KHYs?usp=sharing
- The visual works well and can add HP bar.
Experience
I struggled a lot with bugs, especially when animations didn’t behave as expected or transitions got stuck. It was frustrating at times, but I felt satisfied whenever an animation finally worked smoothly. I also handled sprite preparation and animation slicing, which taught me how important small details are. Collaborating with my teammate added another layer of challenges when compiling our progress. We often had to combine our scripts carefully to avoid conflicts. Sharing the entire compressed project file was a bit inconvenient, but we didn’t have a better method. Despite the challenges, it was rewarding to see our character slowly come to life.
Observation
I noticed that auto-slicing often caused misalignment, which made the animations jump around unnaturally. Fixing this manually was time-consuming but necessary for visual consistency. Animator setup is more delicate than I expected—small mistakes in conditions or missing exit times can break the whole flow. Bugs were not always obvious, and I had to do a lot of trial and error. Working as a team made me realize how important clear communication and file organization are. It’s easy for bugs to appear when multiple people write similar systems separately. I also learned how essential it is for visuals and logic to support each other—if the umbrella doesn’t show, the player might not understand what’s happening.
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