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Architecture

Robbie Clark edited this page Oct 23, 2023 · 21 revisions

Unity Editor 2022.3.10f1, Text Mesh Pro, C#, Unity Input Manager, Set Machine Blender

This will be a Game written in C# and designed in the Unity editor using the natively built-in Unity packages.

*Everyone will be responsible for creating a unique puzzle type, and we will all be working on the end boss fight together

Ethan: Player Movement, Moving Platforms,

Robbie: static hazards, Dialogue, Installer

Spencer: Collectables. Menus, Key Remapping

Caleb: zero gravity movement, cutscenes, scene transitions

Jason: dynamic hazards. Death/respawn

Beta-Testing: Release for Windows

The build will maintain state in memory.


Views

Main Menu

Main menu: This will be the first view that appears when the user loads into the application. This menu will allow the user to load into the level scenes as well as into the Options view (see below).

Options

Options menu: This view is in the same scene as the main menu, appearing when the user selects "Options." This menu allows the user to change the volume settings for the overall sound level, as well as the sound effects and the music.

Level Select

Level Select: This view appears after the player presses the start button on the Main Menu. This view shows the player which levels they have completed (highlighted in green) and which have yet to be completed (highlighted in red). This view also allows the player to return to the Main Menu if they so choose. Once selecting a level, the player will be switched over to the level scene.

Level

Level: This example shows what the typical main view will be for each level scene. This view shows the player and the puzzles they need to pass in order to reach the end of the level. This is one of two embedded views for this scene.

In-Game Options

In-Level Options: This options menu view appears in each level scene when the player pressed the escape key. This menu allows for the user to change the sound levels and includes a button to allow the user to go back to the main menu.

Between Levels

In-Between Level View: This screen is shown after the player completes each level. Rather than automatically continue to the next level, this view allows the player to know if they have found the hidden collectible token and replay in order to find it, as well as allowing players to quit and continue at their own pace.


Models

Dynamic Hazards Components/Game Objects Diagram

Dynamic Hazards Diagram

Collectables UML Diagram: Collectables UML Diagram

Player Object Component Diagram:

Player Object Component Diagram

Static Objects Component Diagram:

Static Objects Component Diagram

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