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Weeks 3 & 4: Visual Upgrades and Environment Design

During these two weeks, I was away from my VR hardware, so I focused on improving the visual side of my project. My main goal was to make the game world feel more immersive and visually interesting by adding a variety of environment assets and props. Here’s what I accomplished: Asset Integration I explored the…

Week 2: Enemies, Health Bars, and Trap Systems

This week I made some big steps forward by adding enemies with health bars, a way to damage them, and a trap system that activates when the player steps on a pressure plate. Here’s a breakdown of what I built, how it works, and some snippets of the code I wrote. Adding Enemies with Health…

Week 1.5: Implementing Knife Throwing in VR

This week, I focused on adding a knife throwing mechanic to my Unity VR project. The goal was to let the player grab knives from their belt, throw them using VR controls, and have them stick to walls. Here’s how I approached the task and what I learned along the way. Designing the Knife Throwing…

Week 1: Kicking Off My Unity VR Project

Setting Up the Project This week marks the official start of my VR project for university, and I’m excited to document my journey! I’m using Unity 6.0, which is the latest version, so there are lots of new features to explore. To get started, I downloaded and installed the Unity VR sample project package. This…

Week 7 (Final): Map Integration and Project Recovery Challenges

This final blog post documents the critical phase of integrating the designer’s map into our project and overcoming significant technical challenges in the process. Map Integration & Version Conflict After receiving the map from the designers on 04/05/2025, I discovered they had been working with an outdated version of our Unity project. This created a…

Week 7: Enemy/Boss Animation Integration & Production Challenges

Enemy Animation Implementation Asset Selection From the 8 provided enemy assets, I selected the Character Pack: Zombie Sample due to its rigged model and attack/movement animations. Animation Logic I synchronized the enemy’s NavMeshAgent with its Animator using a state-based approach: Key Features: Boss Development & Setbacks Asset Integration For the boss, I used the Minotaur…

Week 6 Continued:Player Character & Weapon Integration: Asset Selection, Custom Animation Controller, and Weapon Swapping

Asset Selection and Animation Controller Setup This week, I focused on integrating new character and weapon assets provided by the designers. I received four different character asset links and selected the FREE Low Poly Human – RPG Character from the Unity Asset Store for its compatibility, quality, and included rig. Although this package included an…

Week 6: Stat System Implementation & Asset Integration

Core Achievements Level Up System Implementation Networked Stat Architecture Key Features: Asset Integration Strategy Challenge:I received over 20 asset links from the designers, including a wide mix of styles-medieval, modern, and sci-fi weapons and characters. This presented a significant challenge in maintaining a consistent visual and thematic style for the game. Solution: Stat-to-Gameplay Integration Melee…

Week 5: Melee Weapon Mechanics & Status Effect Implementation

Introduction This week, I expanded the combat system by implementing melee weapon mechanics and status effects based on design specifications. The work included: Collaborating with designers, I ensured these systems align with the game’s strategic combat vision while preparing for future stat integration. Part 1: Status Effect System Poison Debuff Bleed & Hemorrhage Part 2:…

Week 5: Boss Design, Range-Based Projectiles, and Production Challenges

Introduction Three weeks have passed since my last update due to a combination of a holiday, full-time work, and delays in receiving collaborated models from the design team. Despite these challenges, I focused on two major technical tasks: implementing a multi-phase boss system and refactoring projectile logic to use range instead of lifetime. Production Notes…

Week 4: Implementing a Networked XP System

Introduction This week, I focused on developing a server-authoritative XP system to support our game’s progression mechanics. The system includes: I ensured this system aligns with our core gameplay loop of combat → rewards → character growth. Design Rationale The system was designed to: Implementation 1. Server-Managed XP Slider (Client-Side UI) Key Features: 2. Networked…

Week 3: Enemy Spawner Implementation & Player Combat Development

Introduction For the third week of our group game development project, my primary focus was designing and implementing a networked enemy spawner. This system introduces enemies into the game world when a player triggers a specific object (such as a trap). The spawner manages enemy instantiation at set intervals, enforces a maximum enemy limit, and…

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