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Tutorial Evidence

This document provides an overview of the scripts and assets used to create a 2D dungeon crawler game prototype in Unity. It summarizes the main interface, character customization menu, enemy slaying mechanics, weapon upgrades, animation triggers, floating text damage indicators, tilemap terrain editing, multiple scene portal transitions, and scripts for core functionality like player movement, damage, collisions, and the game manager. The tutorial aimed to demonstrate basic systems but ran short on time for additional content like bosses.

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0% found this document useful (0 votes)
23 views

Tutorial Evidence

This document provides an overview of the scripts and assets used to create a 2D dungeon crawler game prototype in Unity. It summarizes the main interface, character customization menu, enemy slaying mechanics, weapon upgrades, animation triggers, floating text damage indicators, tilemap terrain editing, multiple scene portal transitions, and scripts for core functionality like player movement, damage, collisions, and the game manager. The tutorial aimed to demonstrate basic systems but ran short on time for additional content like bosses.

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© © All Rights Reserved
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Download as ODT, PDF, TXT or read online on Scribd
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To be honest this tutorial too an incredibly long time and the code I sort of all over the place

as they
would be somewhat connected to each other some way or another. Thus, I won’t be able to explain
in detail the code, but I have made many comments throughout to help with the explanation. The
image below shows the main interface of unity, below with all the scripts used for the project.

The
last

image shown was


the
menu screen which
allowed acces to your stat values and
could also be used to change
sprite character, from a purples wizard character to a red one.
There is also a sword displayed which
depicts
the price of
and upgraded
weapon, which can be bought
through the use of pesos (form of
curreny). This increases damage output.
Additionally with the slaying of monsters the
experience bar a the bottom of the
menu
screen
increases.
The animations and sprites are shown. The making of animations were much simpler then I
thought’d it would be, only problem is assigning
then to the object in question can be challenging.
Thought the process is simple for the animation as
you just have to record each frame. In this case the
weapon swing, each frame was taken over a span of a few seconds which loops an idle
animation and only swings when triggered. This trigger assigned to a key
“Space Bar”. Additionally the chest also displays an animation of
closing by switching out to a closed chest sprite when within a
range as you gain money form that chest. In addition to this text
is displayed with indicaition of getting money. This text value is also shown for Health taken
and damage done etc.

A second part of the dungeon made


by using another scene. This part of the game
can be acessed through the

portal scripts coded to move from one scene to


another. However there wasn’t much stuff in this
part of the game because I was
running out of time for this project
tutorial. Otherwise
there would probably be some kind of boss moster and other
loot. Furtheremore the top left image shows the tilelap in
which gave me the ability to freely create and edit
the map terrain and dungeon by imporing sprite,
graphics and other images into a tile sheet to use
continiously.

The green boxes are indicative a script named 2D box collider which allows for
making certain objects collidable which allow for object interactions. With this I
made outer layer walls in which the player could only go within a limited space and wouldn’t just go
into the void.
The rest of these are going to be scripts, the code behind the program so it’s gonna be quite long.

Camera Functionality

Chest
Character Menu
Collectable – paied with chest script for interaction between chest and user
Collidable – for layering and what can be interacted with and blocking e.g. walls

Damage
Enemy Hitbox

Enemy – scripting for emeny dmg, movement, attack pattern etc


Figher – for aspects of taking damage, force of enemies and health

Floating Text – self expanatory displays floating text

Floating Text Manager


Mover- anything related to movement

Game Manger – like a general control system for pretty much most of everything
Player - user
Portal

Weapons

Tutorial link: https://www.youtube.com/watch?v=b8YUfee_pzc

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