In the second year of Game Design and Development at the Hanze Hogeschoool we had to create a level in Unity that focused on game dynamics, experiences and the actual design of the level. I wanted to focus on creating diverse biomes and how I’d make them feel different employing different color schemes or particle effects.
During this assignment I was following the unity multiplayer tutorials on networking, and was able to instantiate two players with two instances of the game running in local host. I wanted to do this because learning how and went to send information to sync gameworlds was something I wanted to learn more about. Players could shoot each other by clicking their mouse and instantiating a bullet object on both the host and client games and once health points were depleted the player avatar would respawn at a random preset point in game.
I followed some crafting tutorials and implemented a feature where all the trees, rocks, and ores, present in the game would be destructable. Upon destructing they would spawn resources the player would be able to pick up.
I created a simple player avatar from a capsule collider, and created enemies that would attack and follow the player if in range.
I experimented with the particle effects in unity to create the illusion of a low-poly snowfall, and created some snowy trees. I experimented with friction and materials, and created several ice blocks that would continue sliding if you ran into them with enough force.
Experimenting with creating a mountain and verticality as I had implemented a jumping mechanic. Also created a sheep object and script, which would make the sheep run away from the player if the player came too close.
Created a fall biome with mushrooms and a cave with ore deposits and enemies inside of the cave. Overall I was happy with what I accomplished, experimenting how to show different seasons in a low-poly style, creating particle effects to reinforce that feeling, and creating a lot of dynamics to play around with.