UNIT 65 GROUP P3





Elements for the game

A) Animated Characters - 

MC - Steve Langley

Sprite Sheets

Standing Still













Walking




 Getting Hit






Firing Gun (standing still)





Firing Gun (walking)















Animated Gifs


Idle Anim














Walking













Getting Hit













Firing Gun Still













Firing Gun Walking













Enemy Zombie

Sprite Sheets

Walking







Attacking






Dying







Animated Gifs


Walking













Attacking













Dying














B) Background - 

With lighting & control scheme. Final background used.




















Without lighting or control scheme





















Front layer
Note - This layer is everything that would appear in front of the player. Black has been added to make it easier to see the glow from the lights.



















C) Relevant Soundtrack


Music

Background Music - plays over gameplay


Main Menu Music


Spare Track 1 - currently has no purpose


Spare Track 2 - currently has no purpose



Zombie moans (Voice Over)



Zombie Moan 1


Zombie Moan 2


Zombie Moan 3



Other Sound Effects

Running Sound


Gun Shot Sound




D) Props & Assets


Main Menu























The original intention for the game was to have, when the start button was pressed, the menu split apart into two chunks down the middle which would move off the screen to the left and right respectively. The title and options would fly up, revealing the game arena before the game began.

Menu Options












Bullet Sprite












This bullet sprite was intended to be created when the gun was fired, launch across the screen, then be deleted. This was replaced with a more efficient method due to the theoretical lag that spawning that many entities in quick succession would cause.



Chair (rejected physics prop)












As mentioned, this prop was intended to be a physics prop. It would move when an enemy or player ran against it, or be destroyed when it was shot. It was rejected before the animation for its breaking could be conducted.



HP Bar (depletes in 3 hits)




This is quite self-explanatory; its a health bar. The idea was for the player character to die in three hits.



Vase (final dynamic prop)







This pot is designed to shatter when the player walks into it, breaking in a different manner each time it is smashed.



















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