- Art Integration: Successfully integrated existing art assets into the game (NPC Sprites, Puddle mechanics).
- Experience Optimization:
- Overhauled Power-up system (bouncing animations, temp speed scaling, glowing feedback).
- Improved rain mechanics (rain volume scales dynamically with cloud size).
- Refined puddle collision logic (raindrops accurately enlarge existing puddles instead of overlapping).
- Upgraded NPC animation engine (built-in 2-frame sprite swapping, facing directional updates).
- Built a robust centralized
AudioManagerwith pitch randomization and AudioMixer volume controls.
🔴 High Priority:
- Game Title Logo: Visually appealing logo for the main menu.
- Game Fonts: Custom or hand-drawn fonts for UI, scoring, and text.
- UI Button Assets: Sprites for Start, Settings, Guide, Resume, Quit.
- Emotion Bar (Unity Slider UI): To build a custom Unity Slider, we need:
- Background Sprite: The empty container of the bar.
- Fill Sprite: The color/texture strip when the bar is filled.
- Handle Sprite (Optional): An icon or knob indicating the current value position.
🟡 Medium Priority:
- Game Icon: For the desktop/executable icon.
- Title Screen Splash Art: Background illustration for the main menu.
- Environmental Decorations: Non-interactive park objects to make the world feel alive (e.g., bushes, benches, park slide, swings).
- Water Splash Animations: Frame-by-frame animation for when raindrops hit the ground or NPCs jump in puddles.
🟢 Low Priority:
- Puddle Variants: Additional puddle shapes for the
Puddle.csrandomizer to pick from to avoid repetitive ground textures.
The programming for these hooks is fully implemented. The audio team just needs to provide the audio files to drag and drop into the Inspector.
Global / UI (AudioManager.cs):
Title BGM(Main Menu Music)Gameplay BGM(In-Game Ambient/Music)Game Over BGM(Defeat/Score Screen Music)UI Button Click SFXGame Paused SFX
Player / Cloud (CloudController.cs):
Rain Loop SFX(Continuous white noise while holding the rain button)Power-up Collected SFX
Environment (Raindrop.cs):
Raindrop Hit SFX(Played when a drop hits the ground/puddle)
NPCs (NPCBase.cs):
Puddle Splash SFX(Played when an NPC jumps into water)Bubble Found Puddle SFX(Alert/Exclamation mark sound)Bubble Happy SFX(Joy/Laugh sound)Bubble Sad SFX(Shock/Cry sound)
🔴 High Priority (Design & Planning):
- Number Balancing: Fine-tune movement speed, rain decay rate, NPC spawn rates, and Power-up effectiveness.
- Game Polish: General bug fixing, juice, and ensuring a smooth "Game Feel" before playtesting.
🟡 Medium Priority (Programming):
- Settings Page: Implement the UI panel for volume sliders (BGM/SFX) and link them to the AudioManager.
- Tutorial / Guide Page: Create an in-game tutorial screen explaining controls and mechanics.
🟢 Low Priority (Programming):
- Gamepad / Controller Optimization: Fix deep UI navigation bugs for controllers. (Optimization: If not completed in time, simply do not provide controllers for the playtest and rely on keyboard/mouse).
- Custom Keybindings: Allow players to remap their controls.