Pelikánová
  Kateřina

kaci.pelikanova@gmail.com
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My part of this project was all the technical stuff.
From programming, through the functioning of animations, sounds and dialogues
all the way to testing and much, much more.
The thing is, I still know very little about programming,
so I solved most technical problems via triggers.
However, I can proudly say that I am improving my skills with every project.

PLAY

A Crow took your talisman that was protecting you from deadly sickness. You need to get it back!
The journey will be long and difficult. It's nice that being a witch makes the journey a bit easier.


DreadRoot is a small platformer game, where our team wanted to show our artistic skills
as well as sharing a story about a Witch.

TEAM:CONTROLS:
Laura: Team Lead, Animations, Art, Level Design

Káťa: Programming, Level Building, Puzzles, Technical Art

Míša: Art, Music and sounds, UI, Concept Art, Story
Move - AD

Climb - WS

Jump - Space
Transform - RFCV

Interact - E

Menu - Esc



PREPARATIONS

Before we started creating the game, we thought as a team about all the mechanics that we would need.
Than I did a little test to see if I could do it and since everything worked, we could start developing.



LEVEL BUILDING

When Laura completed the Level Design, I jumped into Unity and built a map based on it. It was more of an inspiration
so that is why some parts may be a little bit different, but the main structure remains the same.




PLAYER MOVEMENT

With help of the Internet I created Character Controllers and since every character that we can transform into has different abilities,
I created a Character Controller for each of them separately.

Although the game may look 2D, it is located in a 3D space. 
So the first challenge was to make the player move only sideways or up and down.

That brings me to the next challenge which was wall climbing. An ability which one of the animals has that required gravity off,
but at the same time jumping needed gravity on.



ANIMATIONS AND SPRITES

The animations in our game are all hand drawn, have 6 to 12 sprites and runs at 12 fps. 
After importing sprites for each animation into Unity I adjusted their pivot points in the sprite editor. 
Then I created individual sprite animations, of which each character has 3 and some even 6.

When the animations were done, I created transitions tebween then in Animator.
I also connected the Animator to the Character Controller so that the animations are played according to how the player moves.




MECHANICS

I made many mechanics for this game but most of them are just triggers.
Sometines they are simple and something happens right away, like picking up a key or unlocking the door.
Other times, something happens after a certain period, which is the case witch disappearing platforms.
And for the transformation, I created a complex looped set of triggers.




USER INTERFACE

The UI that is located in the upper left corner shows not only the character we are currently playing as,
but also all the others taht we can transform into at that moment.
Every time we transform into a new form, an image appears in the UI along with the transformation key.
It is part of a complex set of triggers that control the entire transformation.



The main menu and pause menu are one of the few things in this game that work through code and not through triggers.
Each button has its own method that is called when the button is pressed.



IMPLEMENTING AND TESTING

Every time I implemented something new, I went through the whole game to test that everything works as it should.
When I found that something wasn´t working as it should, there were only two options.
The first option was that I had time to fix it right away, and the second option was that I wrote it down and came back to it later.

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