Step into the shoes of a young mummy, grounded on Halloween!
Sneak from house to house and take candy from your Ghoulish neighbors!
Step into the shoes of a young mummy, grounded on Halloween!
Sneak from house to house and take candy from your Ghoulish neighbors!
UnBOOlievable is a 3D mobile puzzle game where you use turn-based grid movement to collect candy and avoid monsters.
It is available for most Android devices through the Google Play Store.
More information is available on our GameJolt page.
Our team developed Unboolievable over a 4-month period (one semester) through the MSU Game Development program. I worked as the UI Programmer as well as a Gameplay Programmer to develop levels, their environment, and the user interface to give feedback to the player.
I developed an easily accessible interface system for the Unity PlayerPrefs utility. My design serializes the information of the levels, collectibles, and player statistics into their own classes. The system handles all the backend of saving this information into a file format. Then, when the designers make a new level, collectible, or item the system can still track the players progress and store/load it as necessary.
Additionally, I worked with my colleague Kat to develop a User Interface and programmed it to work with my backend systems to display all the players information and give the player feedback at the end of the level with their statistics such as steps taken, candy collected, and information about the collectibles to give it a fun, novel feeling.
Players are also able to unlock levels through a progression system, which is stored so that they can play in multiple sessions and replay levels as they like to collect everything.
Lastly, I put together game settings which the player can set which store to the saving system so that they may be used across scenes and sessions of the game.
A big focus of our game on mobile devices was making it accessible to a wide range of audiences. We worked closely with MSU’s accessibilities team, and we developed our user interface and presentation of gameplay elements with that in mind.
I developed a hardy, configurable pickup system that worked for both our candy items and collectibles. The system ties in closely to the saving system where it allows designers to quickly prototype new pickups with different models which are all collected in the same manor.
Most notably, the designers can easily add new pickup items, change the names and the saving system will automatically process and save the new item into Unity’s PlayerPrefs when the player collects the item, without them needing to modify anything under the hood.