04/07/2024

On this page, I will post all of the current updates and challenges I have overcome or am facing for this project.

Photos:

Pic 1: This was a slightly reworked version of my original Idea that could work well with the Jewelry Match 3 Kit.

  • Pic 2: A storyboard Breakdown of the first Cutscene introducing your team of Eco-warriors and mission objectives.

Video

Code:

4/12/2024

This video presents a slight progression. The menu goes seamlessly from scene to scene and I finally have the Match 3 system seamlessly integrated into the game. My next move will be to change the tile pieces to look like the game I have in mind with the Garbage tiles and tweak the rules to make sure the fish pieces are saved in time. 

Code:

  • I created a new script, very simple to start the match 3 game level I designed and load upon the start of the game.
  • This script is controlling the navigation at the moment.

Month of May

  • I mostly worked on graphic assets for tile pieces and backgrounds for the game.

Month of June

Added UI images for the sample CutScene.

  • I created a script that would automatically play the images in sequence for the cutscene.
  • I made it so that the screen size and elements on the screen adjust accordingly through the camera screen space.
  • I customized the win and lose screens.
  • I have created assets mostly through the help of AI to speed up the asset-making process.

Newest Update

Development Update: September 2024

9/7/2024

Today, I added two exciting new features:

  • Time Trial Mode: Test your speed and skills with this new gameplay mode.
  • Conservation Tank Scene: Collect rare fish and track your progress as you clean the oceans.

Additionally, I simplified the first stage, which will now allow for larger and more challenging stages as players progress. I also fixed several interface issues:

  • Options Menu: Fixed the buttons to correctly navigate to their designated scenes.
  • Cutscenes: Ensured the cutscenes load properly by adding them to the build settings.

Next steps include:

  • Updating the graphics for the options menu buttons.
  • Redesigning the settings and backgrounds for each stage.
  • Adding more menu animations and sound effects, possibly by purchasing a Match-3 sound kit.

9/8/2024

  • Resolved a camera centering issue that occurred on restart. The fix involved adding a CamPosY variable and adjusting the camera’s position each time the game restarts.

9/17/2024

  • Improved cutscenes by adding consistent buttons for a seamless user experience.
  • Continued work on the cutscene artwork to enhance visual storytelling.
  • Composed the theme song for the main menu.
  • Created background music for the first stage using GarageBand and AI tools.
image of GarageBand sequence
Image of Google Collab workspace
image of ChatGPT Prompts used

10/5/2024

10/6/2024

  • Updated Graphics for the First Cutscene.
  • Working on Creating cutscene Animation

10/12/2024

Integrated Timeline into the project after troubleshooting various issues when it would not load into my game. I identified it as a cache problem at the root of installation issues.

I began working on cutscene animations once the cache was cleared and Timeline was installed in Unity:

  • Initially, I created some simple animations but found the need to separate characters for more advanced cutscenes.
  • The characters now exist as separate sprites rather than a single image, allowing for a more dynamic animation control.
  • Each character has been assigned two animations: an idle animation and a talking animation.
  • Successfully used Unity’s Timeline’s Animation and Activation tracks to produce a 30-second clip for the cutscene, though further work is required.

10/13/2024

  • I went over the Timeline features via @obalfaqih’s tutorial videos, I needed better clarification on some of Timelines functions such as the animation track, the signal track, and the activation track.
  • I added text and text boxes for dialogue in the cutscene sequence and finalized character placements and timeline animations.

10/20/2024

  • I reviewed the Timeline tutorial again, focusing on Signal Tracks for event control.
  • Created word boxes for each character with an interactive “Continue” button, allowing players to advance the cutscene.
  • The remaining issues include:
    • Animation jerking when pausing certain characters.
    • The game does not start immediately after the cutscene ends—adjustments are needed here for smoother flow.
    • Sound integration and Options Menu setup are still pending.

11/10/2024

  • After the last panel discussion, I focused on enhancing the sound effects to make them more aquatic.
  • Unable to find a suitable pack in the asset store, I turned to freesound.org.
  • I found and edited the “Synthetic Water Bubbles” sound by Anarkya using a free PC program called Audacity.
  • https://freesound.org/people/ANARKYA/sounds/402778/
  • This sound file, which I split up to create the game’s sound effects, can be found here.
  • Next, I will work on updating the info screen to explain the rules of the stage better.

11/28/2024

Special Effects Implementation

  • Meeting Recap: Met with Hosni to discuss implementing special effects in the game.
  • Challenges: Encountered issues where adding effects disrupted the existing code functionality.
  • Solutions:
    • Decided to use animation triggers to produce the required visual effects seamlessly.
    • Downloaded a game graphics particle pack for a water splash effect: effects-244171.
    • Acquired a splash sound effect from FreeSounds.org: Splash Sound Effect.

12/01/2024

Typewriter Effect for Cutscene Text

  • Implementation: Created a Typewriter Effect script for TextMeshPro.
  • Resource Used: Followed a tutorial on YouTube: Typewriter Effect for TextMeshPro.
  • Integration: Applied the script to word bubbles that display cutscene text for an engaging visual experience.

12/03/2024

Cutscene Animation Refinement

  • Smoother Animation: Updated the cutscene animation to create more fluid transitions between scenes.
  • Improved Experience: Focused on making character movements and interactions more visually appealing.

Future work will concentrate on UI and making sound effects for the UI for a more polished complete feel.

Final presentations and Poster presentation

After much work and preparation, we gave our final presentation to the panelist of teachers grading the project. I was very happy with the feedback I received and was able to confidently show my project during the poster session.

This is the poster I created that talks about some of the ways the game changed and why I went ahead in making this game to begin with.

  • The poster session allowed many people to play and test out the game.
  • Students from high school as well as other departments asked various questions regarding the creation of the game.
  • I found many areas the game could improve as I was listening to the testers reactions.
  • I was able to answer questions to curious individuals regarding my methods in completing the game.

Videos Of The Poster Event