Nature's Grave Production Phase
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Nature’s Grave is an (2D top down) action game that focuses on an expressive, painterly art style and movement. You navigate the world as a nature spirit with the goal of defeating the blighted monsters that have poisoned the world. With a short engaging experience, the game can be played by anyone. This post focuses on the process and work I have done for the Nature's Grave.
Initial Player UI

Initial UI Design Concept



Initial UI Design Breakdown

Initial UI Design Mockup
Project Plan Journal: Unity 2D
Independent Study
Learning Unity
Week 1
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- Unity Core Essentials Tutorials
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- Used Unity’s Learn system to learn basic game development skills
- Learning the Unity software expanding on what was learned through friends
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- Unity Core Essentials Tutorials
Week 2

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- Finished Unity Core Essentials Tutorials
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- Added custom scripts to the pachinko challenge game to reset the game and move the object before dropping.
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- Finished Unity Core Essentials Tutorials
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
Vector3 position = this.transform.position;
position.x--;
this.transform.position = position;
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
Vector3 position = this.transform.position;
position.x++;
this.transform.position = position;
}
if (Input.GetKeyDown(KeyCode.DownArrow))
{
gameObject.AddComponent(typeof(Rigidbody2D));
}
}
Week 3
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- Unity UI Core Tutorials
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- Added own dropdown function to tutorial scene based on what I learned.
- Added changing light intensity (based on what was learned from volume control).
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- Unity UI Core Tutorials


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- Particle System
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- Started to look into a particle system to help enhance the game's player experience for Nature's Grave (Senior Project).
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- Particle System
Week 4
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- Finish Researching Particle System: Trials vs Particles
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- Decided to go with particles as the trail had a weird stretching and texturing issue.
- The particle has more control and was able to recreate the desired effect closer to the initial idea.
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- Finish Researching Particle System: Trials vs Particles

Initial Particle Example

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- Start Sprite Sheet Creation
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- Each “asset” is in a tile to create a material for the particle system to go off of.
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- Start Sprite Sheet Creation
Asset Creation
Week 5
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- Particle Asset Refinement
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- Adjusted the color of the cursor asset to fit with the player's color palette.
- Finalize the player's feet particles
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- Particle Asset Refinement

Particle Example GIF
Week 6
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- Play Testing
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- Particles works as intended as well as People seem to like the particles as it adds to the game experience
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- Refine Player UI Vitals to look cleaner and be more visually accessible
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- Trying out a flash/particle on the fill shapes of the stamina/hp to draw the player's attention when a change has been made
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- Play Testing

Initial Cursor Particle

Refined UI Vitals
Week 7
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- Boss HP: Decided against creating a boss UI
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- Due to feedback.
- Lack of solution that was impactful and enhances the game.
- Designs that were made didn't look like it fits with the game.
- Some players expressed excitement over the lack of a health bar.
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- This allows the boss to feel more intimidating.
- Allows having more intriguing boss animations or visual effects through its behavior to indicate the current status of the boss.
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- Boss HP: Decided against creating a boss UI




Week 8
- Start of creating and designing icons for tutorial sections of the game.
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- Left Click Attack
- Left Click HOLD Charge Attack
- Right Click Grapple
- Space Dash
- WASD/Arrow Keys Move
- E Use health pack
- ESC Pause game
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- Designed a simple charge bar based on user feedback to showcase if the player character is using the health pack or charging up for the area of effect (AOE) attack.

Player Charge Bar for Attack
Week 9
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- Created Tutorial Icons + a demonstration in engine
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- Has collider to so player can't walk through the stone
- Plans to have particle effect disappear upon using the control as if “absorbing” the knowledge from the spirits
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- Created Tutorial Icons + a demonstration in engine
Week 10
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- Level Refinement for better game experience.
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- Area 1: All basic controls (dash, grapple, attack) are in the linear path of the player forcing them to use the controls. This ensures any new player may learn how to play within the environment
- Area 2: Encourages players to explore more of the level before reaching the area’s boss. Moving the location of the Lung Tree Boss hopefully helps achieve this goal.
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- Minor refinements for the Beta of the game.
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- Taking notes of what needs to be refined during the next term.
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- Level Refinement for better game experience.

Initial Area 1





Conclusion
Overall, I have learned a lot with this more focused study with creating Unity 2D UI and assets. Knowing general formats and the creation process for UI elements as well as particle effects have helped enhance and fine tune the player’s experience. If I were to have more time to work on creating more UI elements, I would look into how to make a basic mini map system as there was some player feedback on wanting one. I would also like to learn more level design to give a better flow in all the levels that are present as I am currently not fully satisfied with what we have. However, I am proud of the work I have done so far.









