Melon Realms Development Log


When developing I already had an initial idea of how I wanted the aesthetic to look like . I was very interested in making a 2D pixel game, and decided between a platformer game or a tile map style game. I quickly realized that a platformer game would be the easier of  the two and I had gone with that option. My main goal of this game was to make at least 2 levels to imply that the player is traveling between different worlds  or "realms". Rather than match my TTRPG thematically, all I wanted to do was create something in which player can seemingly journey and travel in. 

Game Maps:

First was deciding the aesthetic of each of the levels. Initially I had wanted to design 3 levels instead of 2, however I had run into a few complications with the making of the third one.


This is the map of the first level. I had mainly used assets "Warped Caves" for this one, providing a mainly pink and purple colour scheme to the level.


This is the map of the second level. I had attempted to make it more difficult than the first one. I had mainly used assets from "Sunny land" which provide the classic pixel game colour scheme for this level.

When it came to complications of the third level, it was a mixture of being unable to find an asset pack, and a time constraint. When building the third level. I had attempted to add an additional midground layer to the background to add some additional depth, however when slicing the image into tiles, some of the empty spaced would feature a gray background behind them, ultimately ruining the aesthetic of the level.

Coding the game: 

The second thing I had to figure out was the coding for the game itself. I had used the tutorial series "Build a 2D Platformer Game in Unity" by Coding in Flow, as my main source reference. The game itself uses 7 scripts overall. 

The main things I had to code was the player movement and interaction with other game objects. These include the main terrain, the death interaction when the spikes are hit, and the player sticking on to the platforms while they are moving.

During the process of making the game, the program itself had crashed, and I had lost majority of a scene, however all the coding had stayed intact, allowing for most of the parts to be recreated easily. When creating the second level of the game, I had copied the first level so that all the coding remained the same, the only things that needed change was the level layout itself and reskinning some of the sprites such as the spikes.

The Sprite for the player had come from the asset set Pixel Adventure 1. I had used it mainly due to the aesthetic of the character design and the way how the animations looked when interacting with the rest of the game. 

On the subject of animations, the ones featured on the character are Idle, Running, Jumping, Falling and Death animations, in which they each had to be manually coded into the player movement, as well as determining the paths and order the animations coming in based on interaction of the player with other objects in the game. 

Another animation that can be seen in the game is a rotating bolt on the centre of the the platform the player rides on.

Platform Movement:

My personal favorite aspect of the game would be the moving platforms in the game. The usage of the waypoints this game interaction very convenient and allow for some creativity based on placement, as seen with one of the platforms being positioned to diagonally instead of straight left and right. 

Final Thoughts: 

There are a few aspects I would like to improve on this game. One of them would be adding some sort of coding that allows for player death when falling off the map. The solution I had come up with instead was to line the bottom of the map with the spike sprite in order to initiate the player death coding. Another aspect I would want to add would be sound affects as well as a wider variety of traps and obstacles due to there only being a few at the moment. And lastly, ideally this game would have much more than 2 levels, each increasing with difficulty.

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