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Game Background
Emily Zeng edited this page Sep 14, 2021
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15 revisions
The new game background is implemented to better fit the game's story setting. Therefore, to provide the player with a more immersive gaming experience and more attractive visuals.
The background is dark dull blue with shining stars that makes players more immersed in the space theme. The ground platform consists of the rocky base and lunar surface that suit the astronaut character. https://github.com/UQdeco2800/2021-studio-3/blob/main/source/core/assets/images/background_sky.png
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background images
The images that make up the background of the game,background_rock.png
,background_star.png
,background_stars.png
,background_sky.png
,background_surface.png
. -
TerrainFactory
The new background images have to be initialized increateTerrain()
and give them actual position increateSideScrollTiles()
.
- Initializing the background images in
createTerrain()
.
case SIDE_SCROLL_ER:
TextureRegion surface =
new TextureRegion(resourceService.getAsset("images/background_surface.png", Texture.class));
TextureRegion underground =
new TextureRegion(resourceService.getAsset("images/background_rock.png", Texture.class));
TextureRegion sky =
new TextureRegion(resourceService.getAsset("images/background_sky.png", Texture.class));
TextureRegion star =
new TextureRegion(resourceService.getAsset("images/background_star.png", Texture.class));
return createSideScrollTerrain(0.5f, surface, underground, sky, star);
- Arrange the position of each background image in
createSideScrollTiles()
when they appear in the game.
fillTilesAt(layer, new GridPoint2(0, 0), new GridPoint2(100, 9), undergroundTile);
fillTilesAt(layer, new GridPoint2(0, 9), new GridPoint2(100, 10), surfaceTile);
fillTilesAt(layer, new GridPoint2(0, 10), new GridPoint2(100, 20), skyTile);
fillTilesAt(layer, new GridPoint2(0, 20), new GridPoint2(10, 21), skyTile);
fillTilesAt(layer, new GridPoint2(10, 20), new GridPoint2(11, 21), starTile);
fillTilesAt(layer, new GridPoint2(11, 20), new GridPoint2(57, 21), skyTile);
fillTilesAt(layer, new GridPoint2(57, 20), new GridPoint2(58, 21), starTile);
fillTilesAt(layer, new GridPoint2(58, 20), new GridPoint2(98, 21), skyTile);
fillTilesAt(layer, new GridPoint2(98, 20), new GridPoint2(99, 21), starTile);
fillTilesAt(layer, new GridPoint2(99, 20), new GridPoint2(100, 21), skyTile);
fillTilesAt(layer, new GridPoint2(0, 21), new GridPoint2(100, 22), skyTile);
fillTilesAt(layer, new GridPoint2(0, 22), new GridPoint2(15, 23), skyTile);
fillTilesAt(layer, new GridPoint2(15, 22), new GridPoint2(16, 23), starTile);
fillTilesAt(layer, new GridPoint2(16, 22), new GridPoint2(18, 23), skyTile);
fillTilesAt(layer, new GridPoint2(18, 22), new GridPoint2(19, 23), starTile);
fillTilesAt(layer, new GridPoint2(19, 22), new GridPoint2(31, 23), skyTile);
fillTilesAt(layer, new GridPoint2(31, 22), new GridPoint2(32, 23), starTile);
fillTilesAt(layer, new GridPoint2(32, 22), new GridPoint2(70, 23), skyTile);
fillTilesAt(layer, new GridPoint2(70, 22), new GridPoint2(72, 23), starTile);
fillTilesAt(layer, new GridPoint2(72, 22), new GridPoint2(100, 23), skyTile);
fillTilesAt(layer, new GridPoint2(0, 23), new GridPoint2(100, 24), skyTile);
fillTilesAt(layer, new GridPoint2(0, 24), new GridPoint2(5, 25), skyTile);
fillTilesAt(layer, new GridPoint2(5, 24), new GridPoint2(6, 25), starTile);
fillTilesAt(layer, new GridPoint2(6, 24), new GridPoint2(87, 25), skyTile);
fillTilesAt(layer, new GridPoint2(87, 24), new GridPoint2(88, 25), skyTile);
fillTilesAt(layer, new GridPoint2(88, 24), new GridPoint2(100, 25), skyTile);
- Player UI
- Popup Menus
- Obstacles
- Boss Enemies
- Progress Tracker
- Checkpoint Design and Functionality
- Score System
- Lives System
- Game Background
- Multiple game-level
- Visual Improvements
- Tutorial Level
- Character Design and Animations
- Character Damage Animations
- Player Animation Functionalities
- Player and Serpent Portal Transition
- Pop-up Menus
- Obstacles
- Lives & Score User Testing
- Buffs & Debuffs
- Buffs & Debuffs redesign
- Obstacle Animation
- Background Design
- Level 2 Background Appearance
- Enemy Monster User Testing
- Level 1 Floor Terrain Testing
- Introduction Screens User Testing
- Character Movement Interviews & User Testing
- Sound user testing
- Level 2 Obstacles and enemy
- Story, Loading, Level 4 and Win Condition Sound Design User Testing
- Giant Bug and Purple Squid animation user testing
- General Gameplay and Tutorial Level User Testing
- Level 4 Terrain User Testing
- Game Outro User Testing