Game name: Yurei's Light
Role: UI Programmer
Team size: 14
Time frame: 3 weeks
Engine: Unity
Itch URL: Yurei's Light
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.
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:
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:
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.
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.