Where's my cheese? - Overview
Created initially as a sixth form project in a 2 week time frame, this project was refurbished withing 2 months as a solo developer to show off what I've learnt while also re-learning Unity and C# scripting
System work examples - Diagrams
Player movement/world interaction
- Player moves using WASD, W & S for back and forth, A & D to turn; this also turns camera attached to the player
- Same applies to mobile controls with touchscreen joystick
- If player collides with a wall, players will slide across, allowing smoother movement
- If a wall comes between player and camera, the wall texture will change to create a hole in the wall to avoid obstruction
Enemy behavior
- Enemy loops between designated points on map
- Enemy has a field of view (FOV) visualized with a red cone
- If player enters FOV, enemy will derail from set pathing to chase player
- If enemy collides with player, player is caught and loses 1 life
- If player is caught OR player stays outside enemy FOV for over 2 seconds, enemy will return to nearest pathing point
Tunnels
- Player will enter tunnel hole if close enough
- Players can exit tunnels by moving forwards
- Players are undetectable and un-cactchable inside tunnels
- If player pressed Space bar, player will travel to another tunnel entrance connected to each other
- Button appearing on screen can be tapped on mobile version
Cheese collection & Win/lose condition
- Exit is blocked at start
- Exit will unlock when player collects all 3 cheeses
- Player collects cheese my colliding with it
- When cheese collected, player obtains speed boost for 5 seconds
Timer
- Timer begins once the level loads
- If player loses 1 life, 10 seconds added to timer
- If player loses all 3 lives, level is reset along with timer
- When player exits level, timer for that level is stopped
- When all levels passed, times of all levels are added up to give final time
Level design - Mapping & In-engine view
Red: Enemy | Yellow: Cheese | Mouse: Player | Blue: Tunnel entrance | Green: Exit
Level 1: Kitchen
Level 2: Hallway
Level 3: Attic
UI work examples - Initial and final designs
Player HUD
Pause/Options menu
Game start and end screens
World UI
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