Posted October 15, 2020 by Johannes Nicholas
Over the last two months Ice cream jump has evolved from being a simple idea to a fully playable game. Many changes have been made along with healthful feedback from many testers. The games files have doubled in size as more assets are included and the playability of the game increases. This development log may be the final DevLog for UTAS KIT109, and hopefully provides a good roundup of the entire project.
Many changes have been made during the development of IceCream Jump however most are changes to design decisions that came after the initial concept. The concept document was pretty short and limited to begin with, and as such, not much has changed from that original idea. It does however, become difficult to see some of the art connections. So here is a list of differences from the concept document and the final implementation, and why they were made.
Feedback and continual testing is an important part for many games, and IceCream jump is no different. Changes based on user feedback and observations on play style were prevalent throughout the games design and production, from difficulty to controls and level design. Full details can be found in the various weekly devlogs and the game testing week. As a quick summary here are the ones that stand out:
These are only the three biggest problems that standout, a more comprehensive list can be found in the game testing week.
Various assets were used throughout the game, however kept to a minimum. This game is made with Unity Engine. Here is a complete list of all the assets:
Asset name and folder | Purpose/ use | Artist or developer | Link to source |
---|---|---|---|
Bucket.cs | To set the visual colors of the ice cream sitting in the bucket | Joey Nicholas | N/A |
changeScene.cs | A simple script to change the scene, can be run from a button. | Joey Nicholas | N/A |
CrossSceneMusic.cs | A simple script to inherit from singleton, to have the music persist between scenes. | Joey Nicholas | N/A |
Hand.cs | Manages everything the hand does, from what to order, and when and how to move. | Joey Nicholas | N/A |
IceCreamManager.cs | Changes the players ice cream when colliding with buckets, cone stack, hands, etc. | Joey Nicholas | N/A |
IceCreamStack.cs | Is used wherever you see a cone with ice cream (player, hand speech bubbles, hands final orders). It takes an array of in scene buckets, as the colors of the ice cream. | Joey Nicholas | N/A |
MoveBetween ScenesWith Numbers.cs | A temporary script for development that allows the user to quickly change between levels at a press of a number button. | Joey Nicholas | N/A |
PlayerMovement.cs | Calculates player movement from user input. | Joey Nicholas | N/A |
SetForwardIdle.cs | Sets the player sprite to always idle facing forward and not flipped, used in the player sprite animation controller. | Joey Nicholas | N/A |
SetLevelOfText.cs | Sets the text shown on the top left of every level. "Level 3 of 5" | Joey Nicholas | N/A |
SpawnParticles EveryDistance.cs | Used to create the running particles. | Joey Nicholas | N/A |
TimeScore Manager.cs | Sets the text on the top left of the level, detects when all orders have been filled, keeps track of time for the level end screen and tweet button. | Joey Nicholas | N/A |
TouchController.cs | Takes 3 UI buttons used for touch controls and sends it to the player. | Joey Nicholas | N/A |
UnitySingleton Persistent.cs | Used to keep the music across scenes, taken from an earlier practical. | Michael Stevenson | red frame singletons |
Bucket.prefab | Prefab for the bucket with ice cream. | Joey Nicholas | N/A |
ConeStack.prefab | Prefab for the cone stack. | Joey Nicholas | N/A |
EmptyBucket.prefab | Prefab for the empty bucket. | Joey Nicholas | N/A |
Hand.prefab | Prefab for the hands. | Joey Nicholas | N/A |
IceCream Stack.prefab | Prefab for any cone with icecream. | Joey Nicholas | N/A |
Level.prefab | Prefab for basis of the entire level, including UI and camera. | Joey Nicholas | N/A |
Player.prefab | Prefab for the player. | Joey Nicholas | N/A |
TilePalette.prefab | Used in editor in order to draw out the levels. | Joey Nicholas | N/A |
NoFriction .physicsMaterial2D | Applied to player when not on ground. | Joey Nicholas | N/A |
Platforms .physicsMaterial2D | Applied to player when on ground. | Joey Nicholas | N/A |
OpenWindow.jslib | A java script plugin that makes the tweet button work on webGL builds. | Valentin Simonov | Opening links in a Unity WebGL project |
The entire 2DTileFrameWork folder | Unused. Was going to be used for easier tile map editing. | Unknown | Previous KIT109 Practical on tile maps. |
HandAnimations/ HandAnimController .controller | Unused. Was going to use an animation controller for hand actions but settled with code and curves instead. | Joey Nicholas | N/A |
HandAnimations/ Received.anim | Unused. Same story as above. | Joey Nicholas | N/A |
The entire Icons folder | Various icons in different sizes used for android builds. | Joey Nicholas | N/A |
OtherArt/ MenuImage Sequence | 558 low res jpeg images for the video that plays in the background of the main menu. | Joey Nicholas | N/A |
OtherArt/ Cinzel- VariableFont_ wght.ttf | The font used in the game. | Natanael Gama | Cinzel |
OtherArt/ game audio remix.wav | A mix of the ambiance audio and music | Arthur, Berlin Atmospheres, Joey Nicholas | Recent Changes, Room Ambience |
OtherArt/ Hand.png | Unused. First artwork used for hand, changed due to lighting direction. | Joey Nicholas | N/A |
OtherArt/ Hand1.png | Unused. Second artwork for hand, fixed lighting direction. | Joey Nicholas | N/A |
OtherArt/ Hand2, 3 and 4.png | Unused. 3 attempts at getting the skin color and lighting to match the player. | Joey Nicholas | N/A |
OtherArt/ Hand5.png | The final or latest art for the hand. | Joey Nicholas | N/A |
OtherArt/ IceCream.png | A small sprite sheet that includes, Icecream, cones, buckets and spikes. | Joey Nicholas | N/A |
OtherArt/ IceCream_3.asset | The tile map asset for the spikes. | Joey Nicholas | N/A |
OtherArt/ IceCreamJump MenuVideo_ 000000.controller | The animation controller that controls the main menu video. | Joey Nicholas | N/A |
OtherArt/Menu Animation.anim | The animation asset that stitches together all the 558 jpeg images to make the main menu video. | Joey Nicholas | N/A |
OtherArt/ SpeachBubble.png | The art texture to show what the hands order, and for some reason I'm bad at spelling. | Joey Nicholas | N/A |
Particles/double JumpDust.prefab | The purple double jump particles. | Joey Nicholas | N/A |
Particles/ jumpDust.prefab | The particle burst that happens when the player jumps from the ground. | Joey Nicholas | N/A |
Particles/ KickUpDust.prefab | The particles that spawn when the player runs. | Joey Nicholas | N/A |
PlayerArt/ Fumiko.png | Sprite sheet of the player art. | skoam | Fumiko |
PlayerArt/ FallingRight.anim | Animation of Fumiko (Player sprite) falling while facing the right. | Joey Nicholas | N/A |
PlayerArt/ Idle.anim | Idle animation of Fumiko. | Joey Nicholas | N/A |
PlayerArt/ IdleSideways.anim | Unused. Made for a fraction of a second when player stops moving. | Joey Nicholas | N/A |
PlayerArt/Idle Sideways2.anim | Used for a fraction of a second when player stops moving. | Joey Nicholas | N/A |
PlayerArt/Jumping Right.anim | Used when the player jumps and is moving upwards | Joey Nicholas | N/A |
PlayerArt/Run Left.anim | Unused. Fumiko running to the left. | Joey Nicholas | N/A |
PlayerArt/Run Right.anim | Fumiko running to the right. | Joey Nicholas | N/A |
PlayerArt/Fumiko_ 16.controller | Unused. Animation controller used in development. | Joey Nicholas | N/A |
PlayerArt/Fumiko_ 97.controller | Unused. Animation controller used in development. | Joey Nicholas | N/A |
PlayerArt/Player .controller | Animation controller for the player. | Joey Nicholas | N/A |
Scenes/ Level1, 2, 3, 4, 5.unity | Levels 1, 2, 3, 4 and 5 respectively. | Joey Nicholas | N/A |
Scenes/Menu.unity | Main Menu scene. | Joey Nicholas | N/A |
TilemapArt/dawn_ of_the_gods.png | Tile map sprite sheet used in the game. | Carl Olsson | Dawn of the Gods |
TilemapArt/dawn_ of_the_gods_0 to 1926 .asset | Tiles from the sprite sheet that can be used in the tile map . | Joey Nicholas | N/A |
TilemapArt/ NewTerrainTile.asset | Unused. Created for editor tools but never used. | Joey Nicholas | N/A |
An in depth player guide is available in a separate devlog here: User Guide