LEVEL DESIGNER

MAX FORSBERG

Introduction


This is a game I made in Unity with C#.


The objective of the game is to kill the boss with the weapons at your disposal. You get killed by one hit, however the player does have three extra lifes before it is game over.


As the fight progresses the boss changes patterns and new hazards are introduced to the player, the player also recives an upgrade during the fight.

Specifications


  • Team size: 1
  • Singleplayer
  • Created while attending The Game Assembly
  • Designed for arcade fun

Tools used


  • Unity 5
  • C#
  • Audacity
  • Photoshop CS6
A cutscene plays in the backround as the player starts the game

The starting view for the player

Goals


My goal was to learn more about Unity, how to use the engine to get the most out of it.


I also wanted to learn more about C#.


Seeing as how the focus for me was to learn about the engine and Scripting I decided to use Unity store assets for everything. I have made none of the models that you see in my game.

Unity view of my game

This project taught me alot about how to NOT work in Unity, this is a mess!

Blueprint and research


Having litle to no experience with Unity and C# I started my blueprint by writing down my ideas for how I wanted the boss to function in the game.


Before this project I had made a simplistic Towerdefence game in Unity using C#. With the knowledge from that experience I could make a simple bossfight but I decided I wanted to make something a bit more advanced.


The boss should spawn in turrets and produce new shields as the game continues!


I researched other boss fights made by previous level design students and I saw what I could possibly do within the frame of the deadline.


With my lack of knowledge before I made this game I think I made the correct decision seeing as how my goal was to learn as much as possible about Unity and C#.

The boss is charging up an attack! It was important to show the player what the boss was planning to do to ensure frustration is low

The boss is charging up an attack! It was important to show the player what the boss was planning to do to ensure frustration is low

The boss is smoking since it is at less then fifty percent of HP

The player destroys an asteroid!

Playtesting


After I implemented the essentials for the boss fight to work I started organizing playtest sessions.


These sessions showed me that the player needed feedback on the fact that the boss is taking damage. To fix this I added a boss healthbar at the bottom and I added an effect where the boss flashes red when it takes damage. The boss starts smoking and burning at certain intervals of health.


Something I noticed my self wa show my boss fight was very bland, nothing really stood out as unique for my game.


To adress this issue I added asteroids that would go from one side of the screen to the other side, they would one hit the player if they collided however they can be destroyed as we can see on the left.


This small change added a whole new layer of fun to the experience and you are scored afterwards according to how many asteroids you destroyed!

Reflections


My goal was to learn more about how to work in Unity and how to script using C# and I think I did a great bit of learning about both subjects.


I delivered the game within the deadline and with a whole lot more then what was needed, I feel satisfied with my accomplishment knowing how litle I knew beforehand regarding both Unity and C#.


Things I would change is how the asteroids behave after they are destroyed, I feel as if I really missed out on an opportunity to make the asteroid chunks that come out of the asteroids hurt the boss ship.


This would add a whole new cool mechanic where the player could skillfully destroy the boss with a nw tool!


After this project I felt a lot more comfortble with Unity, that is why I chose to make another portfolio piece dedicated to showing what I have learnt over the last half year in Unity and C#.

The boss taking damage while an Asteroid explodes next to it

Statistics of my level as of 3/17/2016

Reflections (continuation)


I took the opportunity to make the sound effects for the game, this was to ensure the player recieved enough feedback to know what was happening.


There is a sound for every single action the player makes as they play the game, I think the time I spent on audio design payed off seing as how my game is a lot more immersive because of it.


Something about the sound I would like to change is the fact that certain audio ques can be stacked to make a very loud sound. I would fix this by adding a check that if the sound is playing then don´t play any more sounds.

 

I think the biggest lesson from this project is that I am able to produce a lot of features without bothering someone else about it.

The backround is moving throughout the fight, something I learnt about Unity is how easy it is to make the world feel more alive

The backround is moving throughout the fight, something I learnt about Unity is how easy it is to make the world feel more alive

It was fun to be able to make anything I wanted, the power of Unity seems endless after I made this game all alone!

It was fun to be able to make anything I wanted, the power of Unity seems endless after I made this game all alone!

The surrounding area of a bombsite

The Asteroids worked out really well, they add an element of danger and they are fun to destroy!

The apartments that the terrorist start at

I also added crates of ammo that would spawn in dangerous locations, this was to force the player to move from the back where it is very safe.

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Max Forsberg © 2020 max.j.forsberg@gmail.com