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

Reflection notes

Example answer to the question. Feel free to customise this content with the actual information you want to provide.

UI work examples - Initial and final designs

Player HUD

Pause/Options menu

Game start and end screens

World UI

Reflection notes

Example answer to the question. Feel free to customise this content with the actual information you want to provide.

Previous version v/s New version

Reflection notes

With a 3 year time of experience and a more flexible time frame, the differences between the version of the game are striking.