Milestone 9 (Sumaiya)

  

Overview

For this milestone, our goal was to create the most complete version of our game in preparation for the final presentation. My primary focus areas included polishing the introduction cutscene, integrating core UI elements (pause/play buttons, health and progress/score bars) into Unity, updating game instructions, and implementing sound effects and music across all scenes.

Polished Introduction Cut Scene 

Based on feedback from playtesting, I enhanced the introduction cutscene with the following improvements:

  • Players can now navigate between messages using both on-screen previous/next buttons and keyboard arrow keys for accessibility
  • Players can skip to the end of the current message using arrow keys or buttons, which displays the full text before advancing
  • Added functionality to skip the entire cutscene (essential for repeated testing)
  • Text now features pause lengths that respond to punctuation marks (periods, commas, exclamation points, etc.), creating more natural dialogue pacing

Cutscene Implementation





Integrated Main Game UI AssetsZ

I imported and implemented the following UI assets to create a fully functional interface:
  • Progress Bar: Tracks three key milestones: defeating all smaller enemies, defeating the final boss, and solving the final puzzle
  • Pause/Play Controls: Allows players to pause and resume gameplay
  • Player Score and Health Bars: Provides real-time feedback on player status

Player Score and Health Bars Implementation


Pause/ Play Buttons


Slight Instructions update

Playtesting revealed that the original instructions didn't include puzzle interaction controls. I addressed this by adding a new sentence covering the necessary controls for puzzle mechanics, ensuring players have all the necessary information before playing.


UI Responsiveness 

To ensure consistent appearance across different screen resolutions and aspect ratios, I configured the UI Canvas with Scale Mode set to "Scale With Screen Size" and utilized Unity's anchor system to properly position all UI elements relative to screen edges. This was applied to scenes like the Home menu, Intro Cutscene, and the Main game.
 

Final Presentation

I contributed to the final presentation slides, specifically focusing on creative details such as the custom UI assets I designed and characters.


Challenges 

As we approach the final submission, several bugs require attention. Namely, the Enemy Kill counter issue. The variable tracking enemy kills was incrementing multiple times when the "E" key was spammed during enemy destruction due to animation delays. I resolved this by implementing a boolean isDead flag that prevents duplicate incrementing once an enemy has been marked for death.

Successes

With all UI elements now fully integrated and functional, the game is well-positioned for our final presentation. Only minor tweaks remain before the final submission and Demo Day. I'm excited to present our completed work and see others experience the game we've built.

Hours Spent

Total Time spent: 51 hours 50 minutes

My Tasks
  • Refining the introduction cutscene: 2 hours
  • Integrating core UI elements (pause/play buttons, health and progress/score bars) into Unity: 2 hours
  • Fixing UI responsiveness: 40 minutes
  • Fixing EnemiesKilled counter issue: 1 hour
  • Updating game instructions - ongoing
Naomi's Tasks
  • Rigging and Animating Final Boss: 3 hours
  • Health Restoration Chamber: 4 hours
  • Texturing Enemies: 1 hour
  • Enemy implementation into Unity: 8 hours
  • Enemy Spawners: 1 hour
  • Compositing Sound Effects: 30 minutes
  • Implementing Boss Sound Effects: 2 hours
Zineb's Tasks
  • Environment Design: 5hrs
  • VR Swinging Motions: 7hrs
  • Teleportation to Central: 1hr
  • Adding Particles to Enemy Attack: 40mins
  • VR Headset Setup: 12hrs
  • Fixing Final Boss Spawning for VR: 1hr

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