Slime Train

Slime Train
This project was worked on by Alfie Allingham, Arron Pearman, Charlie Hirst-Matthews and Freddie Twyman.
Alfie Allingham:
The first thing I did was some sprites for the surroundings in the game. Here are some rock sprites that I created for the game. These are all placed in parts of the rock area of the map.
After I created the rocks, I then moved onto some skull sprites to be in the game. These sprites were put on the game to represent the people who have tried to defeat the slimes in the past.
I then worked on some tile sets for the dirst area of the game which are above. the left one is a tile set with some dead tree saplings on it to show that the area is all dried up. The one on the right is a tile set of a lake which is placed only in a couple times in the game to show some life inside this area.

The next thing I worked on is the audio that was created for the game. Inside the game there are sounds from both character and enemy and even the menu. The sounds inside the game are listed below:

Bullet Shot
Character Death
Character getting Hit
Character Walk
Click Sound
Coin Pickup
Slime Death
Slime Jump
Soundtrack

Below, is all the sounds created and what each one is.
This sound is the sound of picking up a coin in the game.
This is a click sound that is made exclusively for the menu screen.
This is a sound of the Character’s Death
This piece of audio is the sound of a bullet shot.
This sound is the sound of the character walking that is played in the game.
This is a sound of the Character getting hit by the Slime.
This sound is the Slime’s Death.
This is the sound of the slime jump.
This is the soundtrack I have created for the game.
The last thing that I worked on is the poster/ manual for the game. I used the tile sets created to fill in blank areas to make them look like the islands on the map as well as adding the slimes and title for the poster/ front page.
Arron Pearman:
concept creation for the main poster- 
Here i'm showing off my finalised version of the character and what came before the original design.
Below i also made various sprites to add various features such as leader board medals, trees, rocks and a few other objects.
Charlie Hirst-Matthews:
The first thing I worked on was the title screen of the game. The animation reveals the logo for the game, and will be the start screen leading into the other screens.
I created each of the slimes and their animations. There are 4 different slime types (Green, fire, ice and sand). As well as 4 different animations for each of them (damage, death, idle, jump).
I then created the health bar (which I decided to also make a slime, so it fits with the theme). Whenever the player gets hit, the hit animations plays and the slime becomes still and a darker colour, to indicate the player has lost their health.
I then created the UI for the game, to show the controls for each screen, so that the player knows how to navigate through each screen.
I then created the tile set for the game. This tile set is for the whole game, with there being 3 different coloured tiles for different parts of the room (grass, dirt and stone), as well as bridges to connect islands.
I then created the map using both the tile sets I created and tiles created by other team members.
The last thing I worked on, is the poster/ manual for the game. I used the tile sets I created to fill in blank areas as well as making the slimes and title for the poster/ front page.
Freddie Twyman:
This is a leader board that I designed for the game. The top 3 position medals were designed by the artists.
This is gameplay footage of the final product. It is also used as the attract screen.
Slime Train
Published: