The main minion to shoot at in this level is the scarab beetle. The beetles have no powers, although they will kill you if you was to make contact with them. The best way around these beetles is to either shoot them and clear a path or to simple jump over them and continue through the level.
The sprite sheet shown above is of the walking animation. It may be difficult to see but each frame on the sheet shows a slight change of the beetle’s leg movements. When imported into unity the beetle will be walking backwards and forth.
The sphinx acts as a background object to add depth and detail to the level. The aim was to make the sphinx look as though it had just been built and to not show any signs of ageing or erosion as, after all, the level is set in modern-day ancient Egypt.
As well as the Sphinx, we created foreground objects such as these pillars seen above with hieroglyphics to add further detail to the setting.
To add something that differs from the Jurassic level, we decided to add interactable objects such as these large and small pushing blocks. The blocks themselves have there own unique hieroglyphics. An engraving of a scarab beetle can be seen on both of the blocks as it points the way to the scarab beetle boss of this level.
The second level of our game is set in ancient Egypt. The obvious choice for the background image was the great pyramids as it clearly symbolizes what era the hero has now been transported to. Once again, we had to make sure that the images fit perfectly next to each other so there weren’t any unlevel sand dunes.
One of the later things to be added to the game is music. Each level and boss with have its own music. But to keep the theming the same between level and boss they will share 2 different versions of a song. This also helps keeps a feeling of progression. The level music with be 8 bit and retro in feel while the boss music will be an instrumental version of that song. In unity the music will be attached to the camera to make sure the sound doesn’t change volume as you get far away from it. Or this process can be done by making sure the sound is 3d and not 3d meaning the music is at a constant level and not changing when you get away from in in the environment.
The first levels music will be Hard times by paramore. This song was chosen due to the drum beats being very tribal and jungle like, fitting with the them of the prehistoric jungle.
Level 1 level – 8 bit
Level 1 Boss – instrumental
The next levels them is set in Egypt. As i result i decided to use the opening them from an anime called Jojo’s bizarre adventure. Part of this anime is set in egypt and as a result the music matches up well will this level due to that shared theme.
Level 2 level – 8 bit
Level 2 Boss – instrumental
https://www.youtube.com/watch?v=roXrXp9P-X4&t=
The third level is victorian/steampunk themed. One of the iconic images of steampunk is the zepplin, they will even be featured in the game as enemies. Due to this it was only fair to use a led zepplin song, as for what song specically. The immigrant song was chosen due to how upbeat it is and fits with the feel of the game.
level 3 level – 8 bit
Level 3 level – instrumental
The fourth and final level of the game is the final confrontation of the antagonist of the game. It’s also set in the future. We wanted the music to be grand yet still be in line with the light hearted nature of the game. So we picked to use “Song that might play when you fight Sans” an unused song from the game undertale that is very upbeat adn epic in a way while still being light hearted.
At the end of any platform game level, there is always a boss, we wanted to follow this tradition, yet keep it true to our narrative and the Jurassic era. As mentioned in the game narrative post, our hero gets sent back in time to collect artefacts which transports himself forwards through time to the next level. The past is now controlled and manipulated by the main villain, so although some things may seem normal the bosses will be equipped with advanced weaponry as they are controlled by the main villain. To obtain this artefact the hero will need to defeat a boss which is a giant T-Rex with a mechanized helmet seen in the images below. The T-Rex will have its own sprite sheet as it moves around and stomps the ground.