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Flora Forager

2022

Specifications

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Genre: 3D life sim

Engine: Unity

Language: C#

Time: 20 Weeks (50%)

Team: 5 People​

Introduction

Fiona is sent on a rescue mission to the deserted planet Viror for a missing person called Alton. On this planet, Fiona realizes that the planet is not as deserted as it said it would be. Follow along as Fiona discovers the mysteries and wonders of Viror while mingling with the inhabitants.

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Flora Forager is a 3D life sim game inspired by titles such as Animal Crossing and Stardew Valley.

Contribution

​My role during this project was to implement many of the gameplay mechanics, as well as the UI, SFX, VFX, and the game tool. I also worked on updating the project plan and game development document.

 

Mechanics I worked on: The day and night cycle, farming, player movement, stamina, the inhabitants, quests, crafting, level transition, and adding save and load functionality.

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I worked on implementing UI which include; for example, the main menu, settings, pause menu, player's heads-up-display, crafting menu, warning system, etc. 

 

The tool that I developed is a grid based tool that allows for the developer to place different types of tiles in the world. These tiles can then be used for identifying different kinds of interactions, e.g., building, fishing or farming locations. These tiles can then be compiled to one mesh for better performance, and can also be decompiled to separate tiles once again. 

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I also worked on implementing sound effects into the game. Most of them were either purchased or found on the web. One teammate did create some unique SFX for the game, e.g., pickups, closing door, and dialogue. To easily manage the SFX such as playing and pausing without having to add audio sources to everything, I created a unique audio system. The audio system stores all the SFX in a dictionary and can be accessed by simply passing a string. This system therefore was very easy to use for audio to be played from anywhere using the singleton pattern. Additionally, to improve performance and make it possible for audio to overlap, pooling is used. This means that there is a pool of audio sources waiting to be used that grows or shrinks depending on the demand. Music and ambient sounds have their own unique audio system, which functions similarly to a simple music player.

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The VFX work was very minimal but mostly included; for example, adding watering effect to the watering can, and fire effect to the thrusters on the spaceship.

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