Here we're going to talk about all the folders that is in the game and explain what was made by us or simply imported and used.
All the assets are from external sources, except:
Assets/External Assets/Alstra Infinite/Boats LowPoly/Models/1.2 Version/ModifiedBoat.fbx: the meshWood_BoatV2.001was updated in Blender to remove planks, and the base handle was removed to add our own afterwards.Assets/External Assets/LowPoly Forest - Lite/Prefabs/Trees: The LOD of all the trees in this folder used in our terrain environment was changed.
Screenshots of elements in the game, except:
- TNT.png: displayed TNT for the shop, source: https://pngtree.com/freepng/bomb-dynamite-tnt-stick-illustration-vector-clipart-icon_8771863.html?sol=downref&id=bef
- pngegg.png: image used in the particle system to show bubbles on the water, source: https://www.pngegg.com/en/png-bbqho
All materials were made for the game by us and applied to various elements in the game.
All prefabs in this folder were assembled by us mixing external assets, default shapes of Unity, custom scripts and external scripts
XR interaction toolkit and XR Hands are external assets
All were made by us:
- Test: made during dev to help debug and test features
GameScene.unity: Final game scene of the game
All by and written by us
Generated by Unity
Imported from external sources, all sounds were taken by https://freesound.org/ or from an external assets and details can be found in the report
Generated while doing and terraforming the terrain of our game
Imported asset for text on UI
Visual effects created and customized from Unity Assets store assets that are in the External Assets folder
Created when generating the project from unity project template.
Generated by the XR interaction toolkit and the Unity project template
Generated by the XR interaction toolkit and the Unity project template
GameHandler.prefab
GameManager.cs: Manage Larry's dialogue and game states in general, manage the spawn of fishing zones, allows toggling between snap and continuous turn modesGameState.cs: Data, containing various game state for the entire game
FishingGameHandler.prefabFishingZone.prefab
FishingGame.cs: Manage the fishing game in general, state changeFishingArea.cs: Manage the bubble particle system and starts the fishing game
Tweaked from the original XR Origin from XR interaction toolkit
XR Origin custom.prefab
TeleportationProvider Custom.cs: Moves correctly the player controller when teleporting, so it works when teleporting on platformsTeleportPlayer.cs: Teleport the player if too deep in the water
BaitChoseCanvas.prefab
BaitMenu.cs: Allows interactions in the inventory UI, updates values on UI and allow the player to make the dynamite and baits to be spawned and used in the game
Shop.prefabCartItemListUI.prefabShopItemListUI.prefab
ShopDisplay.cs: Allows interactions in the shop UI, updates values on UI and allows the player to sell the caught fish, buy baits (which then spawn on the table) and dynamite
Contains various assets and terraformed terrain of the game
Environment.prefabFishies.prefabLarryShopBucket.prefabSM_Market.prefabWaterFishingLimit.prefab
This is one of the Non-movement interaction mechanics
Fishing_Rod Variant.prefabConffetiParticleSystem.prefab
FishingLine.cs: Draw a line between the tip of the fishing rod and the baitFishingRodCaster.cs: Manage pulling detection during fishing game and manage bait throw when select button releasedGrabRotateAroundPivot.cs: Manage reeling and line lengthBaitManager.cs: Block the bait on top of the water
This is one of the Non-movement interaction mechanics
ConffetiParticleSystem.prefabBaitsParent.prefab- All prefabs in the
Prefabs/Baitfolder
BaitSocket.cs: Manage socket interaction to merge and craft a baitBaitStat.cs: Store durability and strengh values for each baits (to be used in the BaitSocket script)
LakeBorderParent.prefab: define the border of the lake for the boat to better manage collision between the boat and the border of the lakeLakeBorder.prefab
Wooden_Bucket.prefab
FishBucket.cs: Responsible for taking in a fish when placed in the bucket, playing a small animation and registering the corresponding game state
This is our Advanced movement mechanics
Wood_BoatV2.prefabButton.prefab
Boat.cs: Manage boat movements, acceleration, reverse, buttons, sounds, collisions with lake bordersBoatHandle.cs: Manage boat direction and speed, detects interactions with the handle
DialogueTriggers.prefabDialogueTrigger.prefab
DialogueTrigger.cs: Triggers a dialogue state depending on player action or placement
Larry.prefab
TypewriterEffect.cs: Make the text spawn with an effect character by character, make Larry's mustache moves when speakingVerticalBounce.cs: Make an arrow bounce up and down under the dialogue canvasLookAt.cs: Make Larry always look in the direction of the player, the canvas is thus also always orientation in the direction of the player to allow him easy reading
This is one of the Non-movement interaction mechanics
Dynamite.prefabZippo.prefab
Dynamite.cs: Manage the dynamite behavior and related systemsExplodable.cs: Simple script to manage explodable objects when in contact with dynamite explosionFuseTipIgniter.cs: Attached to the Zippo to allow lighting the dynamite fuse on contact
FishV1_Easy Variant.prefabFishV2_Hard Variant.prefabFishV3_Medium Variant.prefab
GrabFish.cs: Change rigidbody of the fish on grab
Floatable.cs: Make the attached object floats on water
Climbing Wall.prefab