Milestone 10 [Project Post-Mortem] (Sumaiya)
Overview
Magicaluna: The Sequel is a VR-compatible desktop game where players take on the role of a magical girl on a mission to save Princess Luna. This project was inspired by a previous game we developed in 2024 for our Sensor-Based Interaction course, but this sequel is more fully fleshed out in terms of technical features, storytelling, and overall immersion. The core mechanic requires players to match their wand's light colour to enemy colours to defeat them, combining puzzle-solving, combat, and exploration within a space-themed magical girl atmosphere.
For the final milestone, our primary focus was on polishing the game for our final presentation, submission, and Demo Day. My contributions included setting up the winning and losing cutscenes, updating game instructions to include both desktop and VR controls, incorporating sound effects and music across all scenes via an Audio Manager script, and creating the itch.io page with a custom game poster.
Team Collaboration
- Throughout the project, there were parts which we mostly collaborated on including:
- Trello Board: Tracked tasks across Backlog, In Progress, and Completed lists with checklists for subtasks
- GitHub Repository: Managed scene files with "Locked and Available Scenes" list to prevent merge conflicts
- Shared Documentation: Collaborative brainstorming, potential assets to choose from (Music, SFX and Mixamo animations), proposal documents and attributions document
Individual Contributions
- Sumaiya (Me): Character Designs, Wand colour-switching mechanic, UI design and implementation (logo, buttons, health/progress bars, instructions, cutscenes), initial final boss behaviour, audio manager, sound effect and music integration, itch.io page
- Naomi: Character modelling (Luna, Naomi, enemies), UV mapping, rigging and animations (Mixamo integration, final boss), enhanced final boss behaviour, health restoration capsule, enemy spawners, sound effect composition and music
- Zineb: Environment modelling (ship control panel room, environment design), VR controls (swinging motions, headset setup, teleportation), puzzle implementation, particle effects for enemy attacks.
Design References
Luna Character Reference Sheet
Physical Wand Controller VS Wand Design reference for 3D
UI Design and Implementation
The UI assets I designed using Illustrator and implemented in Unity are as follows:
Logo Design
Secondary Buttons
Panels
Healthbar and Progress Tracker
Cutscene Assets
Home Menu Implementation
Final Desktop and VR Instructions
I implemented tabbed navigation to switch between desktop and VR instruction panels, clearly distinguishing the controls for each mode. To improve usability, I highlighted the core controls in a different color, as players primarily consult the instructions to learn how to play rather than for narrative details.
Text-based Cutscenes
Cutscenes were needed to improve the storytelling aspect of the game. In terms of my contributions, I created the UI assets needed and integrated them into the introduction, winning, and losing cutscenes. Functionality-wise, the text component in the bubbles all use the same script, which handles the typing effect with punctuation-based pauses, skip functionality, making it feel more natural and interactive.
Colour Switching Functionality
Core game mechanic where the player must match their wand's light colour to an enemy's colour to defeat it. I implemented this system. The player can now cycle through the wand's light colours (updating both the bulb materials as well as point light) by pressing the spacebar, consisting of white, blue/ice, green/earth and pink/fire.
To provide visual feedback, the wand's particle effects change colour to match the currently selected power or light. Moreover, the crosshair changes colour based on the enemy the player is aiming at. Once all regular enemies are defeated.
Final Boss Behaviour
Itch.io Game Poster Design
Reused the pre-existing assets for character designs, wand design and the logo to create the game poster, which can be found on the itch.io page.
Challenges
Successes
Hours Spent
Total Time spent on the last milestone: 64 hours 15 minutes
My Tasks- Winning/Losing Cutscenes Setup and UI: 3 hours
- Losing cut scene implementation: 1 hour
- Desktop/VR instructions tabs and UI: 2 hours
- Audio Manager script creation and integration: 4 hours
- Itch.io page setup and game poster design: 2 hours
- Final presentation slides: 3 hours
- Fixing Health Restoration: 1 hour
- Finalizing wand model: 1 hour
- Finalizing Textures on Luna and the wand: 2.5 hours
- Animating Luna with Mixamo and implementation into Unity: 8 hours
- Fixing Bugs with Final Boss: 6 hours
- Boss sound effects: 3 hours
- Main scene music variation implementation: 1.5 hours
- Implementing boss animations: 2 hours
- Footstep sound and movement for desktop player: 30 minutes
- Emission maps for enemy's eyes and implementation: 45 minutes
- Fixing bug with wand not animating: 15 minutes
- Regular enemy behaviour enhancements: 3 hours
- Boss behaviour enhancements: 8 hours.
- Organizing assets and scene heirarchy: 45 minutes
- Fixing bugs with final boss in vr/colliders in the environment : 5 hours
- Implementing the UI to VR: 1 hour
- Adding player guides: 2 hours
- Building and testing: 3 hours

























Comments
Post a Comment