Finishing DevLog


Over the last two months Ice cream jump has evolved from being a simple idea to a fully playable game. Many changes have been made along with healthful feedback from many testers. The games files have doubled in size as more assets are included and the playability of the game increases. This development log may be the final DevLog for UTAS KIT109, and hopefully provides a good roundup of the entire project.


Final Game vs Original Concept

Many changes have been made during the development of IceCream Jump however most are changes to design decisions that came after the initial concept. The concept document was pretty short and limited to begin with, and as such, not much has changed from that original idea. It does however, become difficult to see some of the art connections. So here is a list of differences from the concept document and the final implementation, and why they were made.

  • Player art. The player art was originally going off a Super Fuzzball look, as illustrated by rushed drawings as that seemed simple to implement at the time. However, after searching Open Game Art for similar characters without finding any good matches to the concept, I decided to go with Fumiko, a character by Skoam.
  • Ice cream art. The original ice cream art was designed to match the player, however after finding a good tile map and character art I decided to create the ice cream art based off the tile map art style. This was reasonably straight forward as only 16 colors are used, seemingly more colors were created with checkerboard looks, that were smoothed out with the bi-linear sprite rendering.

Original player and ice cream concept art

Original player and ice cream concept art

The 16 colors used for tiles and non living objects art.
The 16 colors used for tiles and non living objects art.

Final character and ice cream art


Final character and ice cream art


Feedback and observations

Feedback and continual testing is an important part for many games, and IceCream jump is no different. Changes based on user feedback and observations on play style were prevalent throughout the games design and production, from difficulty to controls and level design. Full details can be found in the various weekly devlogs and the game testing week. As a quick summary here are the ones that stand out:

  • Jump height with wall collision. Some of the first play tests of the first prototype, I observed some people were jumping into the side of walls and loosing vertical velocity as a result, making it significantly more finicky to move around the level. To fix this I modified the player movement code to apply a zero friction material to the player whenever they jumped, and added the normal physics material back when the hit level ground again. This way, when the player jumped into a wall, they would continue vertically along the wall to the same height as jumping on the spot.
  • Colors and colorblindness. For a game based on interactions with different objects that are identified by their colors, it becomes very important to make sure these colors are distinguishable to as many people as possible. One particularly difficult set of colors were an orange and green on the right side of level 3. Thanks to good feedback in the game testing session, I went about changing the saturation and lightness of each to make them visually distinguishable to this kind of color blindness.
  • Difficulty. Difficulty was an ongoing variable that continually benefited from various tweaks and adjustments, generally in the direction of making that level slightly easier, and removing the need for fine adjustments by the player. This was usually done by changing the wait times on the hands, however improving the playability was mostly done with small level changes, like removing annoying corners in various places.

These are only the three biggest problems that standout, a more comprehensive list can be found in the game testing week.

Player slides up the wall, without loosing vertical velocity.

Player slides up the wall, without loosing vertical velocity.

Old Colors on the right side of level 3

New colors on the right side of level 3

New colors on the right side of level 3


Asset List

Various assets were used throughout the game, however kept to a minimum. This game is made with Unity Engine. Here is a complete list of all the assets:


Asset name and folder
Purpose/ use
Artist or developer
Link to source
Bucket.csTo set the visual colors of the ice cream sitting in the bucket
Joey Nicholas
N/A
changeScene.csA simple script to change the scene, can be run from a button.
Joey Nicholas
N/A
CrossSceneMusic.cs
A simple script to inherit from singleton, to have the music persist between scenes.
Joey Nicholas
N/A
Hand.csManages everything the hand does, from what to order, and when and how to move.
Joey Nicholas
N/A
IceCreamManager.csChanges the players ice cream when colliding with buckets, cone stack, hands, etc.
Joey Nicholas
N/A
IceCreamStack.csIs used wherever you see a cone with ice cream (player, hand speech bubbles, hands final orders). It takes an array of in scene buckets, as the colors of the ice cream.
Joey Nicholas
N/A
MoveBetween
ScenesWith
Numbers.cs
A temporary script for development that allows the user to quickly change between levels at a press of a number button.
Joey Nicholas
N/A
PlayerMovement.cs
Calculates player movement from user input.
Joey Nicholas
N/A
SetForwardIdle.csSets the player sprite to always idle facing forward and not flipped, used in the player sprite animation controller.
Joey Nicholas
N/A
SetLevelOfText.csSets the text shown on the top left of every level. "Level 3 of 5"
Joey Nicholas
N/A
SpawnParticles
EveryDistance.cs
Used to create the running particles.
Joey Nicholas
N/A
TimeScore
Manager.cs
Sets the text on the top left of the level, detects when all orders have been filled, keeps track of time for the level end screen and tweet button.
Joey Nicholas
N/A
TouchController.csTakes 3 UI buttons used for touch controls and sends it to the player.
Joey NicholasN/A
UnitySingleton
Persistent.cs
Used to keep the music across scenes, taken from an earlier practical.
Michael Stevensonred frame singletons
Bucket.prefabPrefab for the bucket with ice cream.
Joey Nicholas
N/A
ConeStack.prefabPrefab for the cone stack.
Joey Nicholas
N/A
EmptyBucket.prefabPrefab for the empty bucket.
Joey Nicholas
N/A
Hand.prefab
Prefab for the hands.
Joey Nicholas
N/A
IceCream
Stack.prefab
Prefab for any cone with icecream.
Joey Nicholas
N/A
Level.prefabPrefab for basis of the entire level, including UI and camera.
Joey Nicholas
N/A
Player.prefabPrefab for the player.
Joey Nicholas
N/A
TilePalette.prefabUsed in editor in order to draw out the levels.
Joey Nicholas
N/A
NoFriction
.physicsMaterial2D
Applied to player when not on ground.
Joey Nicholas
N/A
Platforms
.physicsMaterial2D
Applied to player when on ground.Joey Nicholas
N/A
OpenWindow.jslibA java script plugin that makes the tweet button work on webGL builds.
Valentin SimonovOpening
links in a
Unity
WebGL
project
The entire 2DTileFrameWork
folder
Unused. Was going to be used for easier tile map editing.
Unknown
Previous
KIT109
Practical
on tile
maps.
HandAnimations/
HandAnimController
.controller
Unused. Was going to use an animation controller for hand actions but settled with code and curves instead.
Joey Nicholas
N/A
HandAnimations/
Received.anim
Unused. Same story as above.
Joey Nicholas
N/A
The entire
Icons folder
Various icons in different sizes used for android builds.
Joey Nicholas
N/A
OtherArt/
MenuImage
Sequence
558 low res jpeg images for the video that plays in the background of the main menu.
Joey Nicholas
N/A
OtherArt/
Cinzel-
VariableFont_
wght.ttf
The font used in the game.
Natanael GamaCinzel
OtherArt/
game audio
remix.wav
A mix of the ambiance audio and music
Arthur,
Berlin
Atmospheres,
Joey Nicholas
Recent Changes,
Room Ambience
OtherArt/
Hand.png
Unused. First artwork used for hand, changed due to lighting direction.
Joey Nicholas
N/A
OtherArt/
Hand1.png
Unused. Second artwork for hand, fixed lighting direction.
Joey Nicholas
N/A
OtherArt/
Hand2, 3 and 4.png
Unused. 3 attempts at getting the skin color and lighting to match the player.
Joey Nicholas
N/A
OtherArt/
Hand5.png
The final or latest art for the hand.
Joey Nicholas
N/A
OtherArt/
IceCream.png
A small sprite sheet that includes, Icecream, cones, buckets and spikes.
Joey Nicholas
N/A
OtherArt/
IceCream_3.asset
The tile map asset for the spikes.
Joey Nicholas
N/A
OtherArt/
IceCreamJump
MenuVideo_
000000.controller
The animation controller that controls the main menu video.Joey Nicholas
N/A
OtherArt/Menu
Animation.anim
The animation asset that stitches together all the 558 jpeg images to make the main menu video.Joey Nicholas
N/A
OtherArt/
SpeachBubble.png
The art texture to show what the hands order, and for some reason I'm bad at spelling.
Joey Nicholas
N/A
Particles/double
JumpDust.prefab
The purple double jump particles.
Joey Nicholas
N/A
Particles/
jumpDust.prefab
The particle burst that happens when the player jumps from the ground.
Joey Nicholas
N/A
Particles/
KickUpDust.prefab
The particles that spawn when the player runs.
Joey Nicholas
N/A
PlayerArt/
Fumiko.png
Sprite sheet of the player art.
skoamFumiko
PlayerArt/
FallingRight.anim
Animation of Fumiko (Player sprite) falling while facing the right.
Joey Nicholas
N/A
PlayerArt/ Idle.animIdle animation of Fumiko.
Joey Nicholas
N/A
PlayerArt/
IdleSideways.anim
Unused. Made for a fraction of a second when player stops moving.
Joey Nicholas
N/A
PlayerArt/Idle
Sideways2.anim
Used for a fraction of a second when player stops moving.Joey Nicholas
N/A
PlayerArt/Jumping
Right.anim
Used when the player jumps and is moving upwards
Joey Nicholas
N/A
PlayerArt/Run
Left.anim
Unused. Fumiko running to the left.
Joey Nicholas
N/A
PlayerArt/Run Right.animFumiko running to the right.Joey Nicholas
N/A
PlayerArt/Fumiko_
16.controller
Unused. Animation controller used in development.
Joey Nicholas
N/A
PlayerArt/Fumiko_ 97.controllerUnused. Animation controller used in development.Joey Nicholas
N/A
PlayerArt/Player
.controller
Animation controller for the player.
Joey Nicholas
N/A
Scenes/
Level1, 2, 3, 4, 5.unity
Levels 1, 2, 3, 4 and 5 respectively.
Joey NicholasN/A
Scenes/Menu.unity
Main Menu scene.
Joey Nicholas
N/A
TilemapArt/dawn_
of_the_gods.png
Tile map sprite sheet used in the game.
Carl OlssonDawn
of the
Gods
TilemapArt/dawn_
of_the_gods_0 to 1926
.asset
Tiles from the sprite sheet that can be used in the tile map .
Joey NicholasN/A
TilemapArt/
NewTerrainTile.asset
Unused.  Created for editor tools but never used.
Joey Nicholas
N/A


Player Guide

An in depth player guide is available in a separate devlog here: User Guide

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