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UNITY PROJECTS

FOREST QUEST GAME

The idea of the project was to create a 3D environment, which features effects, particle systems and animations. The theming of the project is a forest environment, which allows for elements such as wind and water effects to be showcased clearly. The scenes were developed using multiple asset packages downloaded from the asset store to create a realistic environment. The original intent was to create this project in virtual reality, however with current circumstances, restricted access to equipment and integrations not correctly working or frequently crashing when implemented on the Mac, the project uses the first-person view and controls. However, it is created so that it can easily be formatted for virtual reality compatibility in the future. Throughout this user guide, how to set up and use the application will be explained. 

 

The purpose of the project was to create a forest-themed environment featuring different forms of effects and animations. The main element of the game is an adventure quest, where the player must locate items located across the map. In the instruction's scene is the clue as to how to find all of the items. For development purpose, the first-person controller was used, as the original intention was to create the project to be played in VR. However, as mentioned, due to restrictions, the game instead has been created so that it could be easily transformed into VR compatibility. For development purpose, the first-person controller was used.

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This project was developed using the game engine Unity. It features three scenes: Menu, Forest, Credits. When loaded, the menu scene is displayed featuring all opinions to the player. When the corresponding button is pressed, either the play scene, instructions or credits scene will be displayed.

 

In order to create a realistic environment, many asset packages have been used. Two large asset packages were used to build the environment (Forest Environment and Flooded Grounds). The rest are relatively small, with one or two items being used for a specific reason or element. All are listed below and linked in the references section:

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  • Forest Environment (Dynamic)

  • Standard Assets

  • Rock Package

  • Simple Boids

  • Fallen Tree Barrier

  • Unity Particle Pack

  • Forest Mist

  • Animated Miners with Mine Setting

  • Flooded Grounds

  • Rocks and Boulders 2

  • Animal Pack Deluxe

  • Dream Forest Tree

  • Swamp Bridge

  • Free Hut Pack

  • Environmental Asset Pack

  • All Sky Free

This project was developed using Unity 2019.4.17f1 on an Apple iMac 2020, with the macOS Big Sur operating system version and a 6-core Intel i7 3.2 GHz processor and 16GB DDR4 Memory. Version 2019 was the latest version when downloading Unity Application and allowed for more productivity when designing compared to past versions. It is recommended that a computer with a good/powerful specification is used in order for the game to run smoothly and efficiently.

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When first loaded, the menu scene is displayed, showing all three options to the player. The first option is the play button which, when clicked, loads the forest scene containing the game. The second option is the instructions button, which, when clicked, hides the menu UI objects and displays the instruction's UI objects. The instructions explain how to play the game and give the user a clue about completing the game. The third option is the credits button, which, when clicked, loads the credits scene, which is an additional development displaying the creator's name. The final option is the quit button, allowing the player to exit the game. The instructions panel is displayed after the player clicks the instructions button on the menu scene. It displays how to play the game and gives a brief clue about how to complete the game. 

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The game scene called the “Forest Scene” is the main part of the project. The player will begin the game at the start of the path next to the cabin and, most importantly, near the first item to progress into the game quickly. To play, move around the map using the arrow keys and mouse to look around and find the five items hidden around the map. Depending on the version, either follow the instruction displayed on-screen or walked over the item. This will update the UI object in the top left corner of the screen. Once the final item is found, the game over panel is displayed. The objective of the game is to find and collect five items located throughout the map. The objective is displayed on the bottom of the screen and can be hidden or redisplayed when the "O Key" is pressed. Once the objective is completed, a game over panel is displayed with a button to return to the menu. The main elements of the environment were developed mainly using assets from the Forest Environment (Dynamic) asset package. This contained almost all of the trees, grass and rock elements, as well as the waterfall and river. A mist asset from the Forest Mist asset package was added to enhance the effect of the forest along with the cabin set. 

 

There are several animations used throughout the project, with the most prominent being animal animation seen in the forest/game scene. Most of the animals are set to idle and then perform an eating animation very so often. In some areas, there are butterfly animations where they fly area a set point. There are particle effects, which come as a part of the asset package, adding extra details to the game. There is also a wind effect to add to the authenticity of the forest by creating a movement of the trees and foliage. In addition to the wind, there is several reflection probes and a light probe group. At the beginning of the game, an effect adds smoke from the cabin's chimley. There is also a bird flocking simulation created using the asset package "Simple Boids". Using the C# script "BirdFlocking", the amount and movement of the birds are defined. To enhance the game experience, a "Cabin in the Woods" set featured a cabin, trunk and additional props. Using a spotlight game object placed into the cabin, a script is created that enables and disables the light on a time delay, creating a flickering effect. A flashlight feature was added to add extra gameplay elements to the game, which is toggled by the player pressing the "F Key". This is done by using a spotlight game object, and for VR would be formatted to be initiated by the handset instead of the "F Key". 

On the menu scene, there is a credit button that leads to a scene displaying the creator's name and a small static scene featuring rocks, trees, and a campfire. The scene also features a day into night simulation. This day-to-night simulation is done using a C# script to rotate the directional light around the terrain at a set speed, as shown in the video below. 

Code available to view on my Github account.

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© 2021 All Rights Reserved • Photos by Amy Law

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