Project info

Game name: Yurei's Light

Role: UI Programmer

Team size: 14

Time frame: 3 weeks

Engine: Unity

Itch URL: Yurei's Light

Introduction

This was my first project at Futuregames, completed in a tight three-week deadline leading up to "Jury Day." Our team included 2 designers, 6 artists, and 4 programmers. I was responsible for the UI, designing the main, options, and pause menus, and I also took on a significant amount of bug fixing and added the freeze ability. After the initial three weeks, we continued refining the game in our spare time. Drawing inspiration from Pac-Man, our game involves collecting a flame that grants the player the ability to capture ghosts, similar to how Pac-Man can eat ghosts after consuming a power pellet.

UI

Options menu

In the options menu, due to time constraints, I focused primarily on implementing a fully functional volume slider. Despite the limited scope, I ensured that the slider operates smoothly and accurately adjusts the game's audio volume. Additionally, I integrated a feature to save the user’s volume settings persistently, so that preferences are retained across game sessions.

Pause menu

The pause menu is designed to appear when the player presses the escape key during gameplay. It provides several key options:

  • View Controls: Allows players to review the game’s control scheme.
  • Change Settings: Offers access to various settings for customization.
  • Resume Game: Lets players continue their current session without interruption.
  • Exit Game: Exits the game, returning to the main menu.

This menu ensures that players have easy access to essential features while seamlessly managing their gameplay experience.

Main menu

The main menu, crafted with the artistic touch of our talented UI artist, features a visually appealing background, a prominent title image, and essential buttons. The functionality of the buttons is as follows:

  • Play Button: Initiates the game when clicked, transitioning the player into gameplay.
  • Options Button: Navigates the player to the options menu for customization and settings adjustments.
  • Credits Button: Opens the credits menu, showcasing the team behind the project.
  • Quit Button: Exits the game, allowing players to close the application.

This setup ensures a seamless and intuitive user experience from the moment the game is launched.

Credits

The credits menu presents a straightforward layout, showcasing the names of the contributors in an elegant font. It is designed to be simple yet effective, with a focus on acknowledging the team. A "back" button is included, allowing players to easily return to the main menu, similar to the functionality in the options menu.

Gameplay

Freeze ability

For the freeze ability, I implemented a streamlined solution that required minimal coding. We utilized a simple NavMesh for enemy movement, allowing for efficient pathfinding. When the freeze ability is activated, any enemies within the designated radius have their movement halted for a few seconds. This pause in movement is seamlessly integrated with the AI system, and the duration of the freeze can be easily adjusted by designers to suit gameplay needs.