Inspiration
The idea came from a random conversation during last weekend's Halloween about how a twist on the classic game can change the entire genre of it, and Pacman is a prime example. When played in first person perspective, not only do you have to navigate the maze as you have no map, but also you have to outrun the ghosts. The sense of urgency can cause panic in the players, which makes the game fun and entertaining. Moreover, at school, we just learned about how we can apply recursive backtracking to generate a maze, therefore we want to apply it immediately to our own personal products. Finally, we all are very curious about how to use Unity and decided that this is the technology that we wanted to learn this time.
What it does
Your mission is to collect all the dots in the maze; and protect them from the ghosts, who will chase after you to "tag" you. When they do, you will lose your dots-however, if you have enough dots, you can fight back and destroy them. And for each of the ghosts, you will be rewarded with additional points too!
How we built it
We built our project in Unity 3D engine and C# scripting. We built our ghosts from free assets available on the Unity store while the rest used the default settings in Unity. The game design was drawn out and edited constantly on Canva and Figma, and finally got deployed through simmer.io.
Challenges we ran into
Because this is the first time we used Unity Hub, we had to learn on the go for 90% of the project. Everything was unfamiliar, from the C# language to how we can write the script to control the behavior of the characters. Controlling the ghosts is the hardest part, as we have to ensure that they won't catch up with the users too fast so they can be calmer to solve the maze. Moreover, rendering the maze on Unity was very difficult too, as we have trouble with scaling the object and paying attention to the User experience instead of just focusing on the backend like when we did our assignment at school.
Accomplishments that we're proud of
It was quite a clumsy experience at the beginning, with a lot of bugs and unforeseeable problems. However, later on, we get used to the technology, and now we got a fairly good grasp of Unity. We can all say that we can further improve Tagman or even build a more complicated one now!
What we learned
Unity Hub, C# and the basics of game design and development
What's next for TagMan
Multiplayer, scoreboard, more difficult levels to be added etc.
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