Lagos's Portfolio!

Music Girl

2D action and platform game developed in Unity. You are a girl with the power of music, defeat different opponents and strong creatures while gaining new powers.

Affiliation: Tokyo Communication Art Training School
Genre: Action Game
Platform: Windows PC
Development Environment: Unity
Language: C#
Production Period: June 2020 - January 2021
Team size: 3 programmers, 3 graphers, 3 planners

Personal Contributions


Animation that explodes at the moment of a strong attack


In stage 2 of the game, you will get a new power attack that will blow up enemies and obstacles you encounter during the game. For the animation to work properly, it is programmed to search for and display the attacked object. However, there was a bug that caused two animations to run at the same time and repeat indefinitely. To fix this bug, the obstacles were simply separated so that they do not explode two at the same time.


Enemies will attack where the player is.


In the first phase of the game, enemies that fire projectiles are programmed to fire exactly where the player is, and stop firing when the player moves out of their field of view. The circle surrounding the enemy is programmed to fire projectiles toward the player's coordinates when the player enters, and to stop attacking the enemy when the player passes halfway around the circle to the right.


Respawn


When we started the project, it was very frustrating to have to restart the whole game no matter where you were killed. To solve this problem, we decided to add a respawn to stage 2 by making the player appear at the coordinates where start the stage 2 and that also helped us to add in the options to be able to start in the stage where the player wants.


Waiting to attack.


At the beginning of the project, the player could attack as many times as he wanted, making the game very easy and boring. To correct this imbalance, the game was programmed to allow the player to wait one second after the last attack to attack again.


Other Contributions


This project was difficult to manage, so I had to contribute in many ways, it was the first game we worked on as a group, so I learned a lot from my teammates.

Production Area:

  • Character Control
  • Camera Tracking
  • UI
  • Scene change and pause buttons
  • Adding BGM to the game
  • Enemy and boss attacks