House that will teleport player to next level
House that will teleport player to next level
Key to unlock the door that will take player to the next level
Key to unlock the door that will take player to the next level
Checkpoint sign
Checkpoint sign
Platforms
Platforms
Spikes
Spikes
Collectable gem
Collectable gem
Game Rules
1.    The player must collect a key to open the door and proceed to the next level.
2.    If the player's health reaches 0, the game is over.
3.    The player can only dodge enemies, not attack them.
4.    Upon death, the player will respawn at the last checkpoint.
5.    A timer will challenge the player to complete the level faster.
6.    If the timer runs out before the player finishes the level, it results in a game over.
7.    The player can collect gems to increase their final score.
8.    There will be traps, such as falling and disappearing platforms.
9.    The goal in each level is to reach a house, which marks the level's completion.
10.  There are no healing items in the game.


Concept
Mr. Foxy lives in a peaceful village called Mondstat, where he spends his days collecting gems and selling them to a jewelry store in the Kingdom of Inasuma. One day, while searching for gems, Mr. Foxy discovers a mysterious gem. With his expertise, he realizes this is the legendary gem often spoken of in Mondstat—a gem rumored to grant immortality. However, it comes with a terrible curse: carrying the gem makes all nearby wild animals aggressive, relentlessly attacking its bearer.
In the Kingdom of Inasuma, a magician named Jean has the ability to lift the curse while preserving the gem’s immortality. Determined to seek her help, Mr. Foxy embarks on a perilous journey. His path starts in a dense forest and leads to the kingdom’s dungeon. Although it sounds simple, the journey is fraught with danger. Mr. Foxy must survive attacks from ferocious animals and navigate deadly obstacles.
While immortality prevents Mr. Foxy from dying, it doesn’t spare him from pain. Every bite, scratch, and impalement by spikes leaves him battered and bruised. After enduring countless trials, Mr. Foxy finally reaches Jean, who lifts the curse, granting him a pain-free, immortal life as the legendary immortal fox.
Obstacles 
1. Enemy AI
There are two types of enemies: flying enemies and ground enemies. The Enemy AI operates in three different states, which shift based on specific conditions. Detailed information about these states is provided in Chapter 1.9: Enemy AI.
2. Falling and Disappearing Platforms
To enhance the game's difficulty, falling and disappearing platforms are introduced. These traps are triggered when the player steps on them. To increase the challenge, these trap platforms are visually indistinguishable from regular platforms, keeping players on their toes.
3. Spikes
Spikes serve as an additional obstacle, dealing damage if the player steps on them. This mechanic is implemented in various ways, such as spikes appearing after the player activates a disappearing platform.
Froggy
Froggy
Griffin
Griffin
The enemy AI in this game is inspired by the story concept, where the cursed gem causes wild animals to become hostile and attack Mr. Foxy. Due to time constraints and limited manpower, the game includes two distinct enemy types, each with unique behaviors. To enhance the gameplay experience, AI states are implemented, giving enemies varied and dynamic behaviors.

Enemy AI States
The AI in this game operates in three states:
1. Idle: The default state where the enemy remains stationary or patrols a small area.
2. Chasing: Activated when the player enters the enemy's aggro range, causing the enemy to pursue the player.
3. Return to Original Position: When the player escapes the aggro range, the enemy returns to its starting position.

Enemy Types
1. Froggy
Froggy is a poisonous frog that can harm and kill Mr. Foxy. It moves around the level by hopping and has a smaller aggro range compared to other enemies. Froggy's animations include hopping to navigate the environment.
2. Griffin
Griffin is a powerful eagle that attacks anything within its line of sight. It has a larger aggro range than Froggy and pursues the player relentlessly. Griffin's animations involve flying through the level.
Both enemies attempt to chase and attack the player when they enter their aggro range. If the player gets within the enemies' attack range, they will deal damage. Each enemy has its own health points (HP) and can inflict damage on the player. These mechanics, combined with distinct animations and behaviors, ensure varied challenges and a dynamic gameplay experience.
Concept
Game Features
1.    Camera that will follow and focus player character
2.    AI pathfinding
3.    Enemy State
4.    Player health and damage
5.    Enemy health and damage
6.    Pass the level or Game over UI
7.    Collectables gem for level score
8.    Tile map
9.    Player controller for mobile
10.    3 different levels with 2 different themes
11.    Player movement
12.    Moving platform
13.    Disappearing platform
14.    Traps


User Interface (UI)and Heads-up Display (HUD) 
Game Script

Animation
Limitations
The development of this project faced several limitations:
Limited Experience with 2D Game Development
Transitioning from 3D to 2D game development posed significant challenges. For instance, implementing the player controller, a fundamental feature, took nearly three days to complete. Similarly, the enemy AI, a core game mechanic, required approximately two weeks to fully develop. Unlike in 3D games where NavMeshAgent can be utilized, creating a 2D enemy AI necessitated additional time to identify and implement the appropriate algorithms.
Asset Availability
While this project relied on online asset stores for resources, finding suitable and high-quality 2D assets proved difficult, adding to the development challenges.

You may also like

Back to Top