-Volumetric Sunlight Test GIF-
Early test of the Sunlight being volumetric light through windows only within the room. Sunlight is key to growing plants so it should be obvious when a plant is in sunlight.
-Camera Control-
Pan, rotate, zoom camera with the UI compass updating. Click compass to restore default camera settings.
Walls occluding the assets autohide based raytrace from the camera to quad colliders.
-Day/Night Cycle GIF-
Using a DevTool I toggle the time and date to see the sunlight change. Dropping down to different months also changes the season. (Notice the sun direction change and particle color).
-Decorating-
Objects cannot be placed in a way they collide. Red outline shows. If user tries to place object anyway it returns to its original position.
Objects placed on another are picked up when their parent object is picked up.
-Prefab Base for Variants-
Prefab Bases are established for each asset type with notes to make creation easy. One "base" per asset type and actual assets are variants off these.
Extra data is showing for ease of testing for now
-Walls Auto Hide-
Ray tracing from the camera to four quad colliders the walls then autohide to reveal a clear line of site to Decor and Plants.
Wall assets are a bit complex to make Volumetric light, and sunlight calculations work
-Prefab Base for Variants-
Notes Component adds easy notes that propagate to all variants for easy reference points
-PlantTag UI-
Selecting a plant will show it's plant tag. Notice the sunlight it receives is not ideal.
Once Plant is dropped it raytraces to 8-12 colliders in sky to calc potential sunlit hours that season.
Plant tag updates to reflect this.
-Debug Inventory-
Live updating of items for easy debugging of adding/removing items.
Items are scriptable objects for easy data creation and storage.
-Data and Progression-
Scriptable Objects for plant and decoration components. Variants are all stored in one scriptable object. When choosing them for progression user sets which variant and color(s)
-Gamepad Support (From Miro)-
Using the Player Input Action System combined with Invoke Unity Events and Virtual Cursor.
Can swap between Gamepad and MouseKeyboard during gameplay
-WIP Progression Planning (From Miro)-
Start of planning player progression of expanding access to the home and ramping up knowledge and features.
-WIP "Plant Club"-
PlantClub is the story element that logically connects the progression and quest/goals
-Crafting Flow-
A look at the functionality of the crafting menu. Navigating this menu can be done in a couple different ways to embrace more player backgrounds. Done using UI Toolkit
-Login Flow-
When the game opens what does the player see? Here is the logic flow I have so far
-LogIn Flow 01-
Player has checked "Remember Me" so this is the flow they get.
Looks at PlayerPrefs to see if password and user name is stored. If so it Authenticates with PlayFab on the web to sign in
-Login Flow 02-
Player logs out and is presented with login options.
Account creation is also implemented.
Will eventually be upgraded to UIToolkit but is currently using Canvas.
Plant Thyme is a passion project which combines my game dev experience and plant hobby into one! Thanks to Rob Lund for the temp logo.
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Plant Thyme is built in Unity using C# and will publish to multiple platforms when completed. All visuals and UI are temporary so I can focus on gameplay first.
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Below are some tasks I have completed or am working on:
-A "living" miro board with art direction, progression, UI mockups, and game features and more
-Core gameplay functionality complete including: Day/Night Cycle using custom lighting system
and interaction with game objects
-Data structure for all items for easy storing, loading, saving and progression implementation
-Pipeline and Tooling for future scaling and real-time debugging
-Input System for both Keyboard+Mouse and Gamepad
-UI created using UI Toolkit and StyleSheets
-Playfab integration to create and verify player login
-Implemented Prefab variants for easy art implementation