Documentation + User guide


If your game is empty when you play game from the start button so the solution select the background and character from the Main menu then after you can able to play. Make sure when you select the background or character after that you need to click on home button then after you can play the game by the Main menu play button. 


1. Core Gameplay Mechanics The main gameplay, where the bird navigates through obstacles to score points, has remained true to the original concept. The simplicity and challenge balance were maintained, keeping the gameplay satisfying and engaging.

2. Visual and Aesthetic Elements Initially envisioned as colorful and clean, the visuals were enhanced with multiple backgrounds and a parallax effect. These additions elevate the visual appeal and offer players an immersive experience with varied scenery.

3. Sound and Audio Feedback While basic sound effects were planned, continuous background music was added, enhancing atmosphere and continuity across scenes. The added sound depth enriches player interaction and immersion.

4. Difficulty and Level Progression Originally, difficulty was planned to increase with tighter gaps. The final game added variety with missiles, rotating blades, and coins for bonus points. This dynamic progression keeps the challenge engaging and fresh.

5. Game Over and Replay Features Beyond a simple game over screen, the final version includes an options to reselect character and background. This enhancement motivates players to set personal bests and adds replayability.

Feedback of Week 12

1. Level Boundaries and Roof Issue

  • Feedback: Players noted that in the graveyard region, the absence of a roof allowed them to bypass obstacles by flying off-screen.
  • Observation: This unintended workaround lowered the challenge and disrupted gameplay consistency.
  • Implementation: Ensuring a fair and consistent challenge across all levels.

2. Difficulty and Random Generation

  • Feedback: Players felt that the difficulty level and random obstacle generation could be further refined.
  • Observation: I noticed certain regions felt disproportionately easy or hard due to uneven obstacle distribution.
  • Implementation: The obstacle generation algorithm was adjusted to create more balanced difficulty across regions, making gameplay feel smoother and more predictable.

3. Control Descriptions and Volume Control

  • Feedback: Some players suggested adding a control guide and volume settings.
  • Observation: First-time players would benefit from knowing the controls and having adjustable sound.
  • Implementation: A Help Screen was added to describe game controls.

4. Game Over and Restart Functionality

  • Feedback: Players requested a game over screen that returned them to the start of the level, with a complete reset upon death.
  • Observation: Restarting the level without a full reset sometimes caused players to resume at a disadvantageous position.
  • Implementation: The game now fully resets on restart, taking players back to the starting point with no residual obstacles, providing a fresh start for each attempt.

5. Audio and Visual Tweaks

  • Feedback: Testers mentioned adding a jump sound effect and removing visible colliders or strange lines at the top and bottom of Level 1.
  • Observation: Minor visual artifacts were breaking immersion, and the lack of a jump sound reduced audio feedback.
  • Implementation:  visual artifacts were removed to create a cleaner, more polished look.

6. Coin Placement and Obstacle Clipping

  • Feedback: Players noticed that some coins were spawning inside obstacles on levels 2 and 3, making them impossible to collect.
  • Observation: Coin placement sometimes overlapped with obstacles, making certain coins unreachable and frustrating players.
  • Implementation: The coin generation system was refined to prevent overlap with obstacles, ensuring most of the coins are collectible.

7. High Score and Character Selection Persistence

  • Feedback: The game did not retain high scores or selected characters between sessions.
  • Observation: A lack of persistence in scores and character choices reduced player motivation for progress.
  • Implementation: character selection are now stored persistently, allowing players to keep their  preferred settings between sessions.

Assets and reference list:

1) Background Layer images i got from the Craftpix i used only for background layer images because i want to give nice background look in my game but rest of the thing like giving the parallax effect to background i did by own.  <https://craftpix.net/categorys/game-backgrounds/>

 2) Birds Character i got sprites images from the google and i give animation and every other thing by my own. https://www.freepik.com/free-photos-vectors/bird-sprite>

3) UI button for main menu and for other scene i got that images from google and with help of background remover i created all images to sprites. <https://assetstore.unity.com/2d/gui?srsltid=AfmBOoqIAaK5INLBAtQmLn8jmctDI8AGdq8p...>

4) All Obstacles like pipes, blade and missiles i got that all images from the google and some of images pipes created from the AI tools with the help of background remover i convert that all images to sprites. <https://www.freepik.com/premium-vector/pixel-green-pipes-video-game-white-backgr...>

5) Most of the script i created by my own under the guidance of Youtube videos and from the chatgpt.

Script list:

The GameManager script oversees the main game functions: it controls starting, pausing, and ending the game, tracks the player’s score, and manages scene transitions, like returning to the main menu. This central script ensures smooth gameplay flow by coordinating player actions with the game state.

The MainMenuManager script is dedicated to the main menu, providing options like starting the game, going to the help screen, and quitting. It helps players navigate to different parts of the game easily and intuitively.

In the HelpManager script, the purpose is simple: when the player clicks "Home" from the help or settings screen, it loads the main menu scene. This script supports smooth navigation between the help section and the main menu.

The SettingsManager script allows players to adjust the game’s music and sound effect volumes through sliders, saving their preferences with PlayerPrefs. It also includes a "Home" button to return players to the main menu after adjusting settings.

The CoinSpawner script spawns coins in safe positions away from obstacles to make them easy for the player to collect. It controls the spawn rate, position, and movement speed of coins, adding interactive elements for players to collect for scoring.

PipeSpawner regularly spawns pipes as obstacles for the player, defining each pipe’s spawn rate, position, and speed to create dynamic challenges. Similarly, MissileSpawner creates missiles as additional obstacles, spawning them at random positions with specific speeds to increase game difficulty.

CharacterManager lets players select and spawn their preferred character in the game, ensuring a personalized experience. BackgroundManager allows players to choose and set a background, which is displayed before gameplay begins, enriching the game’s visual variety.

The Coin script handles coin behavior in the game, including movement and collision detection, rewarding players with points for each coin collected. The Pipe script manages individual pipe movement and detects collisions with the player, ending the game upon impact. Similarly, Missile controls missile movement and detects player collisions to trigger a game over, adding a layer of challenge to gameplay.

The HighScoreManager script manages high scores by recording and displaying the player’s top scores across sessions. It allows players to track their performance and improve over time by saving scores with PlayerPrefs.

The CharacterDatabase script stores available characters for player selection, making it easy to access and spawn specific characters during the game. Paired with CharacterManager, it helps keep character options organized.

BackgroundDatabase works similarly by storing background options available to the player. This script aids BackgroundManager in accessing and displaying selected backgrounds, adding variety to gameplay.

The BladeSpawner script spawns blade obstacles at intervals, setting spawn rate and position to keep the game challenging. The bladeMovement script controls how blades move across the screen, ensuring they stay active as obstacles.

The ButtonSound script plays a sound effect whenever UI buttons are clicked, adding auditory feedback to enhance user experience. coinSound provides similar functionality, triggering sounds specifically when coins are collected, which makes interactions more engaging.

musicManager handles background music, controlling playback and volume adjustments during gameplay. This script coordinates with SettingsManager to save and apply music preferences.

Lastly, the rocketSpawner and rocket scripts work together to spawn and control rocket obstacles. The rocketSpawner manages when and where rockets appear, while the rocket script controls their movement, making them another challenging obstacle for the player to avoid.

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