Presentation and Graphics


For this checkpoint, I focused on refining the presentation and graphical elements of the game, including the main menu corrections based on feedback from my unit coordinator, enhancing the level structure, and improving player feedback systems like the "Game Over/Player has Died" notification and high score entry. These updates ensure a more polished and cohesive visual experience for players.

Main Menu Graphics Fixes

Based on feedback from my unit coordinator, I made several important corrections to the main menu. The primary issue was a stretched player selection icon and background anomalies caused by improper scaling settings. I addressed these issues to ensure the visuals were displayed correctly across different resolutions.


Key improvements:

• Fixed the stretched player selection icon based on feedback, ensuring it maintains proper proportions.

• Resolved background scaling issues to create a clean and cohesive look.

General Visual Enhancements

In addition to fixing the graphical issues highlighted by my coordinator, I made further tweaks to the main menu to enhance its overall presentation. This involved refining the layout and ensuring that icons, text, and buttons were consistently aligned for better usability and visual appeal.

Adjustments:

• Refined layout for better visual balance in the main menu.

• Ensured consistent alignment of icons, text, and buttons for improved user experience.

Level Restructure and Layout Adjustments

I restructured the demo level by expanding and rearranging walls to create a more cohesive design. I also adjusted the camera and tilemap settings for improved visualisation. After expanding the level, I reset the A* Pathfinding grid to account for the newly expanded layout, ensuring smooth navigation for enemies and objects.


Key changes:

Expanded and rearranged walls for a polished level structure.

Adjusted camera settings to optimise level visualisation.

Reset the A* Pathfinding grid to account for the new layout.

To enhance player feedback, I implemented a "Game Over/Player has Died" notification that appears when the player’s health reaches zero. This notification transitions smoothly into the high score entry system if applicable, allowing the player’s score to be saved upon death for future game sessions.

Key additions:

• The "Game Over/Player has Died" notification is integrated for clear visual feedback.


• High score entry system implemented, saving player scores across game sessions.

• Smooth transition from "death" notification to the main menu.

Z-Axis and Object Interactions

To resolve issues with object interaction, I corrected and standardised the Z-axis values across level objects. Additionally, I added a secondary collider to ensure enemies don’t pass through items, ensuring proper collision detection.

Key fixes:

• Standardised Z-axis alignment for consistent object rendering.

• Added colliders to ensure enemies don’t pass through items.

• Improved interaction between items and enemies.

Visual Feedback and Invulnerability Setup

I added a red flashing effect when the player’s health drops below a certain threshold to provide clear feedback. Additionally, the invulnerability potion system was integrated, allowing players to collect, store, and activate potions for temporary invincibility, with a green flashing visual effect that remains during the invulnerability period.

Key enhancements:

• Flashing feedback added for low-health scenarios to alert the player.

• Invulnerability potion system integrated with customisable visual effects.


Next Steps

With the main menu corrections completed based on the unit coordinator's feedback, I will continue refining presentation elements and focus on developing additional levels and features. The goal is to ensure visual consistency and polish throughout the game.

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