Jelly's Daydream
DESCRIPTION
A procedurally generated map where the original goal was to throw the jellies into their designated playgrounds. The prototype was shifted toward the jellies using their elemental type powers when they are thrown. This is to stop the "breadnappers" which are imprisoning the jellies.
My contributions include:
Procedural world - Everytime the game is ran it generates a different map. There are hills, trees, rocks, grass, the playgrounds, and the capture area spawning in different locations. Also, the main menu scene is procedural too.
UI - I programmed all the UI functionality and implemented our UI designers assets as intended.
Item bobbing - The jelly dew that can be collected are rotating and bobbing.
Game Features
UI & Procedural World
The UI was created in Figma. I never heard of Figma at the time and did some research on how to make it compatible with Unity quickly. I found an open source tool to import a Figma project into Unity.
I setup the functionality and button locations as represented in our UI designers vision.
Everytime the game is ran it generates a different map. There are hills, trees, rocks, grass, the playgrounds, and the "capture area" spawning in different locations. The main menu background is also procedurally generated the same way.
"Capture Area" & Bread AI
The capture area includes 3 bread nappers and a cage with a jelly inside. This group is spawned in a random location at runtime.
The breadnappers and jelly are nav mesh agents. I utilize the nav mesh to create a radius around the cage that the breadnappers patrol.
When the player gets close to one of the bread nappers they start to chase the player. When the distance between them is at a certain point the bread napper will stop chasing and return to the capture area to patrol.