16. Artland- assets and screenshot of what level could look like

R.H. [head artist on Downhill]- Artland was supposed to be the third level, due to explaining in my report. This was the final level for the game.

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slideshow above shows all the assets in the artland, showing platforms and backgrounds and such. It was easier to put into a slideshow with all the assets showing for the level.

artland screenshot for bloga screenshot what the level could be put out like, there is not much assets due to lack of time and hand injury; in result drawing too much.

My job now is done for the part of the project it is all explained in my personal report on the project.

Expanding the Shop

After discussing through the design for the shop layout and the screen proportions individual elements would occupy, I began to implement a proper version of the shop, featuring separate sub menus for both skills, and costumes, as well as an area which will eventually be used for providing information about and interacting with the game’s IAPs system.

One of the elements which features in all areas of the shop is the shop keeper character’s dialogue box, which is currently a basic frame placed at the bottom of the screen. This was originally intended to be a much more expanded upon feature, instead being a pop-up text box that prevents other menu interactions while on screen, featuring a head icon or full body shot of the shop-keeper character and gradually typed-out information and advice. This text box would appear at various moments of player interaction, but the current stationary system is still able to provide the most necessary element of relaying information to the player.

Items available for the player to purchase on these screens are displayed in rows, as well as columns for the costumes, with upgrades featuring an additional meter showing the current level of each individual upgrade. The current items in view can be scrolled through, shifting the items displayed when touching the up and down arrow buttons, although this functionality is not actually observable due to the limited number of purchasable items at the time.

Each item when selected is given expanded information featured in a preview window to the right of the screen displaying the item name, its tier or equipped status, its specific price, and an info button, which changes the text box to provide additional information about the item when tapped. A large expansion to the current state of the IAPs manager was also required in order to be able to store and reference these values.

Currently the only upgrades added are the number of health units and a double jump with a varying cooldown, which were able to be simply integrated into the current character mechanics. While other potential ideas were discussed, these would have required more of an upheaval and has a high risk of introducing additional bugs, which would be difficult to fix with this little amount of time remaining.

Originally it wasn’t going to be possible for costume variations to be produced, which was a relatively unimportant feature in comparison with the rest of the project, in the remaining time. However, in order to make use of the work already produced, I decided to make sure that some content would be available rather than removing the second half of the shop entirely.

I achieved this through a more stylistically basic implementation of costumes by writing shaders to swap individual colours of the character, which I used to quickly produce variations in the character’s shoe colour. These serve as a proof of concept and are a reasonable inclusion that fit with the concept of the shop, while also preventing development time on the shop from being wasted.


In Game Menus, End of Level Completion Sequence and Starting the Shop

Over Easter I begun to produce some of the menus and associated buttons which need to overlay the current view in a level while playing, implementing an in-game pause menu, and a game over menu. After doing this I also developed the level clear sequence, which tallies the stats of the current play through.

Adding the level clear sequence also required the adding of coins. I revamped the medal types that were available, allowing for multiple medals based on different conditions being achieved. I also discussed creating a reward system for obtaining additional coins based on medals being earned for the first time, which I implemented into the sequence.

I then created the initial basics of the shop menu in order to demonstrate the functionality of the coin system, also creating the basics of the games IAPs manager which will be used to handle all IAP related processes and information.


15. Assets and such for level 1- build it yourself

R.H. [head artist on Downhill]- [will be mentioned and explained in the written report on the project].

full screenshot one first level assets examplewas testing what a mountain would look like in the background of the level, the platforms are where Inkby can jump on to.
assets sheet of level 1
assets sprite sheet of some of the first level.

spike for blog
spike asset for the level.
food items
food items for the game, i created from the GDD