Documentation + User Guide


In the end, the "final" build of the game ended up being fairly similar to what I had planned in my game concept, though the gravity mechanic was tweaked and altered with initial testing during development. Originally it was going to be allowed to change in any direction and from anywhere, but that ended up being far too overpowered, and thus hard to design levels/challenges for, so it was rewored to be up/down changing, but that was boring and too similar to VVVVVV, so I added the ability to change it left/right as well, which ended up being exactly what it should've been, as it allowed creative freedom to me; the designer, but also to the players as they could approach challenges in many different ways. Aside from that, the game concept was quite vague so everything else like art, stage gimmicks, sfx and etc didn't have any proper plans so I was really coming up with them and testing them as I went along with development


Though I didn't end up using as many testing sessions as others in regard to external feedback, I did make sure to constantly replay and refine almost every element of the game while developing it, which I believe helped the game become more solid as a whole, so that when I did ask for feedback from others, the issues pointed out were able to be things that I as the developer would likely miss. From my own testing, everything was tweaked and refined but major changes were:
- As mentioned above, gravity and movement went through a bunch of tweaks and revisions to feel *just* right

- Changing the colour of the door dynamically to make it easier to see, especially with non-temp art being added in

- Adding sfx to many mechanics such as gravity swapping, entering a door and gravity swappers being activated. Though the issues with gravity swappers and gravity swapping perhaps not being obvious enough were pointed out during external testing, I found that one of the best ways to circumvent that issue was to use sfx as well to give the player a real heads up on whats happening when buttons are pressed

Though I did much of the testing myself, I also provided the opportunity for others to play and test my game as well and from that I ended up making some important changes to how the game works, the major changes were:

- The gravity dir arrow was initially in the HUD, though even if it was visible it still required the player to look away from the player at it. I ended up solving this by putting the arrow on the player sprite itself

- There wasn't a good indicator that you could only swap gravity while on the ground. The solution to this was twofold: first I changed the arrow to be green when gravity can be changed, and dim red when it cant be, but even then I thought it may have been hard to people to understand, or that people that are colourblind may not see the cue, so I added two sfx: one for letting the player know gravity changed successfully and another that plays when the player tries to change gravity but is unable to, letting them know they can't at that moment. This sparked the idea to add sfx to more mechanics in the game to make their functionalities much clearer!

- The gravity swapper's functionality was unclear, and unfortunately still kind of is, however I did add an sfx to let the player know that the gravity direction was changed forcefully, plus the arrow and player gravity changing sfx helping out should at least help it be a little more clear!

- There was a suggestion that the game would be better with non-temporary art and I completely agreed, so after a stroke of the creative juices finally flowing, I outfitted the game to have a sort of "space asteroid" vibe and feel. I think the new style suits the game very well! 


Asset List:

Space BG:  WEBivm (2016). Space Backgrounds - Stock Images & Photos. [online] WEBivm. Available at: https://www.webivm.com/space-backgrounds [Accessed 25 May 2021].

Stage Tileset: Spriters-resource.com. 2021. Game Boy Advance - Metroid Zero Mission - The Spriters Resource. [online] Available at: <https: www.spriters-resource.com="" game_boy_advance="" metzero=""> [Accessed 25 May 2021].</https:> https://www.spriters-resource.com/game_boy_advance/metzero/ (under Tilesets, listed as "Norfair"). Art created by Nintendo.

Gravity direction arrow: I made it myself

Player & Platform sprite: I made it myself

Gravity Swap SFX: Extracted from the game files of Sonic Mania (2017)

Gravity Swap fail SFX:  Extracted from the game files of Sonic Mania (2017)

repel/Gravity swapper gimmick SFX:  Extracted from the game files of Sonic Mania (2017)

Exit/Door SFX: Extracted from the game files of Azure Striker Gunvolt (2014)

All Scripts aside from "Utils.cs" and "UnitySingletonPersistant.cs" were fully programmed by me, with the exception of StageManager.DrawQuad which was made by "kblood" here: https://forum.unity.com/threads/draw-a-simple-rectangle-filled-with-a-color.116348/

Leave a comment

Log in with itch.io to leave a comment.