This Page is Still Under Construction
^Banner Made by Eriane Austria^
Credits
Scripters - Julie Cruz, Daniel Better, Eriane Austria, & Margaret Rembert
Level Designer - Margaret Rembert
UI Designers - Eriane Austria & Margaret Rembert

Assets
(All on Unity Asset Store)
Ferret - Quirky Series by Omabuarts Studio
Free: House Interior by Studio Billion
Food Pack | Free Demo by Mumifier Studio
Super Rubber Duck Pack by Samer Khatib
Project Overview
In this game, Losing is Winning. Play as a ferret causing chaos. Try to eat all the bad foods you can to decrease your health while avoiding good food (like meat) and your owners. 
As a bonus, try to find all 15 hidden duckies! There are 5 at each level!

Challenges
Required
1) At least 2 distinct gameplay mechanics  (jumping, crouching, rolling, etc.)
2) A goal structure to be achieved and have the goals lead to a completion state
3) Multiple levels, with stats that carry over between levels (ex. Coins collected, lives, health...)
4) At least one lose condition
5) Other characters
6) Functioning start screen, win screen, and lose screen
7) A browser build hosted on Itch.io
8) Well-commented code
Additional
1) Health and damage (health bar displayed on screen, have health loss & gain system)
2) Procedurally Generated Content (levels, enemies, item spawning, etc.)
3) Patrolling NPCs that detect the player and change state through Line of Sight
4) Functioning options menu (with control for audio, and screen resolution)
5) Add some sort of pause system to the gameplay (alternative: make a bullet time mode in-game)
Video Playthrough
My Contribution
Level Layouts
(Level 1 is actually much smaller than the other two)
Patrolling Ai
Ai Colliders 
Level Nav Meshes & Waypoints
Ai Code
Collectables & Procedural Generation (Proc Gen)
Item List & Item Spawner
Item Code
Proc Gen Code
Game User Interface (GUI)
(Win/Lose Screens, Stats, & Conditions)
Health & Toy Ui Systems
Win & Lose Screens
Player Conditions Code
These conditions communicate with colliders (food and enemy) and stats (health, food collected, etc.) to determine if the player runs into an enemy, activates a sound, or reaches 0 on health to move on to the next level.
In the first section of the code, I set the variables "reload", "isCaptured", "capturedUI", and "eatSound" which are used through out the code.
In the Start function, I set the time to be normal when the scene loads due to the time being set to 0 during a menu activation. This makes it so that the scene doesn't get stuck as 0 and will reset each time the scene loads.
In the OnTriggerEnter function, there are two collision types, "Enemy" and "Food". If the player enters a collider tagged "Enemy", that means they have been captured, making "isCaptured" true.
Postmortem

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