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2D Platformer Course Outline (Additional Ideas (Player Movement (Climbing…
2D Platformer
Course Outline
1. Intro
(Welcome)
Various remarks
Course
Overview
and
Outline
2. Getting Started
(Project Setup)
Creating a
new Unity project
Version
used here
Using the
2D settings
Editor
overview/recap (quick and basic)
Layout
used here
Useful/required
settings
Setting up a
Playmode Tint
Importing the
provided assets
Saving
the scene
3. Tilemaps
4. Level
.
Assembling our first level
...see Robbie notes...
.
Explaining Tilemaps
Creating our first Tilemap
Tile Palette
...see Robbie notes...
2D Extras and Rule Tiles (BONUS section ?)
Collisions...
Layers...
What are we building? (
Game Design
- own section?)
Demo of our game
5. Player Setup
6. Player Input & Movement
7. Player Animations
8. Camera
.
Creating the camera rig
Confining the camera rig
Zoom changes based on player state / speed
Room cameras ?
.
...
.
PlayerInput class
PlayerMovement class
Walk
Jump (simple)
Everything more complex
put into BONUS section
.
Hero Sprite
Building the player
9. Hazards / Traps
10. Player Lives
.
PlayerHealth class
Instant death
Reloading the current scene
Collision with hazard layer object
Multiple Lives ?
11. Enemies
12. Game Manager
13. Collectables & Score
.
Coins setup
Painting coins onto the Tilemap
Counting score
.
Enemy setup
Enemy Movement (class)
Enemy collision with player
and player dying / losing a life
Enemy walking animation
.
Hazard setup
Painting spikes Prefab onto the Tilemap
Painting water ?
What about bottomless pits ?
Need some sort of collider ?
Additional Ideas
Hazards
Rising Water
Moving walls that squish you
Crushers
Enemies
More advanced movement patterns
Mario Ghost enemy
Stomping / killing the enemy
Enemies dropping coins and hearts
Collectables
3 Letters: BEN
Key for door
Hearts
Player Movement
Climbing Ladders
NB: Very complicated to get to feel professional
Acceleration and deceleration
(Is this even needed?)
Double Jump
Dash on ground
Dash in air
Wall Jump
Wall Slide
Input Buffering
Edge Tolerance
Power Ups
FireFlower collectible
Shooting
Checkpoint system (see Foxy)
Boss Fight (see Foxy)
Parallax / Scrolling Background
Player VFX, e.g. dust when player lands from a jump
Tooltips / Dialog system ? NPCs
Highscore Table / Leaderboard
14. Level Exit Door
15. Winning & Losing
16. UI / HUD
17. Menus
18. Audio
Polish & Deployment
.
Audio Manager
Handling SFX from multiple sources,
e.g. when picking up coin, when getting hurt,
when dying, when reaching level exit, etc.
Handling different menu and game BGM
.
Health Counter (Hearts)
...
.
Door setup
Loading next level
Freezing player input
Slowing down time FX
Integrated Outlines:
Robbie [TODO]
TileVania [TODO]
Foxy (James) [TODO]