Our thesis software for a requirement in Bachelor of Science in Computer Science at Pamantasan ng Cabuyao. In one of the features of our developed game, players can access different game categories and lessons about National Heroes, Philippine Festivals, Tourist Attractions, and General Knowledge including Philippine mythology. We utilized C# programming language, and Unity Game Engine to develop the game. For creating assets, we used Aseprite, and Adobe Illustrator.
Our group consist of four(4) members: Eric B. Sarmiento, RC Khaye B. Suelo, Adrian Nads L. Marcelo, and Lenard G. Opo. (From left to right)
In our created game, we have five (5) main scenes: House, Kayamanan Village, Museum, Church, and School. The player can gather information from these places that can help him/her to passed the assessment.
We also implemented the day and night system for our game using Observer Pattern, and Global light that is provided by the Unity Game Engine.
Before taking an assessment, player must complete all of the pending quests. By completing each quest, he/she will get a valuable information that can help to ace his/her assessment.
Our game consists of two types of assessment: Multiple Choice and Word Shuffles
When the user got the perfect score in the assessment, he/she will received badges that he needs to complete the game.
We also implemented a Dialogue System with the help of Ink Library. This also help our group to implement branching options that can be parsed using C#. (E.g. Yes or No)
These are the badges that the player can get when he/she ace the assessment per region.
- Research is one of the crucial part in student's academic years, and having a committed group members can easily achieve group's end goals. During our development phase, we realized that having a background in Object-Oriented Programming is really beneficial to develop a game.
- We learned how to utilize Design Patterns such as Observer, and Singleton pattern.
- We also learned how to utilize Saving System using JSON, that can be parsed into actual object instance or vice-versa.
- Our group also acquired knowledge how to use different software for creating assets such as Aseprite and Adobe Illustrator.
- Our group acquired a knowledge in using simulator to easily test the game in different screen sizes.
- We learned how to utilize Ink Library to easily create dialogues, branching options, story lines, and even quests information to our game.
- We learned how to efficiently test our game using Unity's built-in profiler, and testing per module so that we know that each functions are working properly.
- Our group learned how to extensively use the Object-Oriented Paradigm to implement Quest System, Day/Night Cycle, Saving Systems, Dialogue System, Profile Creation, and NPCs.
- Our group acquired a knowledge on how to animate a UI in an efficient manner using LeanTween animation library.
- Our group also learned how to utilize NavMesh for the path of our NPCs to also have a feel of movements in the game.