
Hellhound’s Trail
The Project
Engine: Unity
Language: C#
Team Size: 6
Project Duration: 8 weeks
This was the final team project that’s part of the Saxion CMGT curriculum and it lasted 8 weeks. The goal was to work with a client and create a game that fulfilled their requirements. The client we chose, tasked us to create a horror game based on folklore of the local region, Twente.
What I Did
For this project my main focus was on implementing the path generation for the map. I also added additional systems that built off the path generation like random building spawn locations next to the paths and removing trees around those buildings. I also implemented Yarn Spinner, a third party tool that speeds up dialogue creation and made it work with the game’s progression.
What I Learned
To make the path generation more designer-friendly and easier to use I learned Unity Editor Tooling, so you could see which waypoint connected to which path and what cardinal direction it was assigned to. Tree instances don’t collide like game objects do, so to get the tree removal working I learned how tree instances are created and gave each tree instance a regular collider that could be detected by the building’s trigger collider. To get Yarn Spinner working with the game’s progression, I learned about the unique scripting language that Yarn Spinner uses. Lastly, I learned how to implement animations in Unity using the animator graph, so I could create a seamless transition between the map model that the player takes out when opening the map and the map UI, which shows the player how the paths generated.
Check Out The Game
If you are interested, you can check out the game that came out of this project at: https://amj15.itch.io/hellhounds-trail