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Astana IT University

ZHAN KUATULY
DIDAR ORAZGALIYEV
ASSEMAY KARATOKACHEVA

Development of a computer game in the genre of "Adventure, sandbox" on the Unity


platform

SE-2007

Kazakhstan Republic
Nur-Sultan, 2022
INTRODUCTION
1.1 PROBLEM STATEMENT
1.2 RESEARCH PROBLEM
1.3 GOAL OF THE WORK
1.4 WORK RELEVANCE
1.5 RESEARCH OBJECT
1.6 NOVELTY
1.7 PURPOSE AND TASKS OF THE WORK
LITERATURE REVIEW
2.1 3D ADVENTURE GAME USING UNITY
2.2 REAL WORLD OBJECTS AUGMENTATION IN VIRTUAL 3D ENVIRONMENT

2.3 USING A GAME ENGINE TO VISUALIZE THE MAIN BUILDING OF THE


WARSAW UNIVERSITY OF TECHNOLOGY
2.4 ADAPTIVE BEHAVIOR IN SANDBOX GAMES
2.5 DEVELOPMENT OF AN NPC BEHAVIOR PLUGIN FOR THE UNITY GAME
ENGINE
ANALYSIS OF EXISTING SYSTEMS
3.1 THEORETICAL FOUNDATIONS OF GAME MECHANICS AND GENRES
DATA COLLECTION
METHODOLOGY OF THE WORK
GAME DESIGN
6.1 DESCRIPTION OF THE GAMEPLAY AND MAIN MECHANICS, WRITTEN
WITHOUT LISTING
6.2 ARCHITECTURE OF THE PROJECT
6.3 MVP/UML DIAGRAMS
TECHNOLOGY COMPARISON
MOCKUPS OF THE PROJECT
INTRODUCTION
1.1 PROBLEM STATEMENT
The problem statement for this thesis is to address the existing gap in the adventure-
sandbox gaming market, particularly in games focusing on university life set in specific
institutions, such as Astana IT University. Current games within this genre may not
adequately represent the unique environment, activities, and experiences associated with
university life, leading to a demand for a more immersive and relatable gaming experience.
There is a lack of resources available for students to learn about and prepare for university
life. Many students may feel overwhelmed or uncertain about what to expect when they start
university, and a game could provide a fun and interactive way for them to learn about and
navigate the challenges they may face in this new environment. Additionally, a game about
university could serve as a useful tool for educators and parents to help students understand
the expectations and demands of university life, and to better prepare them for the transition
from high school to higher education. Overall, a game about the university could help to
reduce anxiety and stress for students, provide them with a little bit of knowledge about
Astana IT University and have fun in the game.

1.2 RESEARCH PROBLEM


The research problem in our project is the lack of resources available for students to
prepare for university life. Many students feel overwhelmed or uncertain about what to expect
when they start university, and there is a need for an interactive and fun way for them to learn
about and navigate the challenges they may face in this new environment. This project aims
to address this problem by creating a game about university life that will serve as a useful tool
for educators and parents to help students understand the expectations and demands of
university life, and to better prepare them for the transition from high school to higher
education.
Previous studies have shown that games can be effective in teaching and learning, as they
provide a fun and engaging way for students to learn and retain information. In the context of
university life, games have been shown to reduce stress and anxiety, as well as increase
motivation and engagement. Given these findings, it was deemed necessary to create a game
that will help students prepare for university life and make the transition to higher education a
smoother and less stressful process.
The objective of this project is to create a game that will allow students to learn about
university life in a fun and interactive way. The game will provide students with an
understanding of the expectations and demands of university life, as well as help them
develop the skills and knowledge necessary to succeed in university. The game will also serve
as a useful tool for educators and parents to help students prepare for university life and make
the transition to higher education a smoother process.
The research question for this project is: Can a game about university life be an effective
tool in preparing students for the transition to higher education? The hypothesis being tested
is that students who play the game will have a better understanding of university life and be
better prepared for the transition to higher education, compared to students who do not play
the game.
In conclusion, the first section of the body of the project has provided background
information on the research problem and the objective of the project. The research question
and hypothesis have been clearly stated, setting the stage for the rest of the project and
outlining the direction of the study.
1.3 GOAL OF THE WORK
The goal of this project is to develop a computer game in the genre of "Adventure, sandbox"
on the Unity platform, which simulates university life and provides a fun and interactive way
for students to learn about and navigate the challenges they may face in this new
environment. The game will serve as a tool to reduce anxiety and stress for students and
provide them with knowledge about university life. Additionally, the game will showcase the
university's facilities, programs, and culture, which can help to increase the number of
applicants and the overall reputation of the university. This project aims to contribute to the
field of game-based learning and engagement and provide valuable experience and skills for
students in the game development industry. Ultimately, the goal of this work is to create an
engaging and educational game that will benefit students and the university community.

1.4 WORK RELEVANCE


This project has the potential to impact several areas, including education, marketing,
game development, research, and the entertainment industry. Firstly, this game can serve as
an excellent tool for educating high school students and potential university students about
university life. The game can help reduce anxiety and stress for students and provide them
with knowledge about university life. It can also be a useful tool for educators and parents to
help students understand the expectations and demands of university life, and to better
prepare them for the transition from high school to higher education.
Secondly, this game can also serve as a marketing tool for Astana IT University to attract
potential students. The game can showcase the university's facilities, programs, and culture in
an interactive and engaging way, which can help to increase the number of applicants and the
overall reputation of the university.
Thirdly, developing a game using Unity, a popular game engine, can provide experience
and skills that are valuable in the game development industry. This industry is a rapidly
growing industry that employs game designers, programmers, artists, and producers. Thus,
this project can help to prepare students for a career in the game development industry.
Fourthly, the game can be used as a research tool to study the effects of gamification on
learning and student engagement. The game can provide data on student behavior, learning
outcomes, and engagement that can be used to improve educational practices. This research
can be significant in providing insights into how gamification can be used to enhance learning
outcomes in various educational settings.

1.5 RESEARCH OBJECT


The research object of this project is the development of a computer game in the genre of
"Adventure, sandbox" on the Unity platform, which simulates university life and provides a
fun and interactive way for students to learn about and navigate the challenges they may face
in this new environment. The game's development process, features, and impact on student
learning and engagement are the main focus of the research. The game will be developed with
the intention of providing a valuable educational tool for students and contributing to the field
of game-based learning and engagement. Therefore, the object of research is the game's
development process and its effectiveness as an educational tool.

1.6 NOVELTY
The novelty of this project lies in its unique approach to educating students about
university life through the development of a computer game in the genre of "Adventure,
sandbox" on the Unity platform. While there are educational games available, there are very
few that are focused on university life and that provide an interactive and engaging way for
students to learn about this environment. Furthermore, this game will be developed
specifically for Astana IT University, with the intention of showcasing the university's
facilities, programs, and culture, which can help to increase the number of applicants and the
overall reputation of the university.
The game's development process will involve the use of Unity, a popular game engine, to
create an immersive and interactive world that simulates university life. The game will
feature NPCs, quests, and challenges that mimic real-life experiences that students may
encounter while attending university. The game will be designed to be both fun and
educational, with the intention of reducing anxiety and stress for students and providing them
with knowledge about university life.
The novelty of this project also lies in its potential to provide valuable experience and
skills for students in the game development industry. The game's development process will
involve the use of popular tools and technologies, which can help to prepare students for a
career in this rapidly growing industry.

1.7 PURPOSE AND TASKS OF THE WORK


The objective of this thesis is to design and implement an adventure-sandbox game on the
Unity platform, that accomplishes an engaging gaming experience for a broad audience.
Achieving this target means addressing the following objectives:
1. Scrutinize virtual games in the same category as the university-life simulation genre, to
discern their features and disadvantages.
2. Create an idea for the game involving key mechanics, plots, characters, settings, and
interactive components.
3. Develop a sustainable engine from the Unity foundation, which guarantees flawless
operation of the game alongside high-grade graphics, animation, optimization capability, and
adaptability across several platforms.
4. Introduce a gameplay logic and management system with user-friendly interface and
adjustable controls for various devices
5. Test and optimize the video game to eliminate errors and bugs while ensuring satisfactory
playing experience.
6. Formulate effective strategies to promote and market the game, targeting preferred
demographic profiles, and choosing potent ways of advertising the product.
7. Meanwhile, analyze feedback and sales results from players, seeking opportunities to
enhance and extend thorough project development as well as bettering the gaming experience.
Accomplishing these objectives ensures the creation of an exceptional sandbox game
featuring university-life simulations ideal for enthralling gamers and driving sales.

LITERATURE REVIEW
2.1 3D ADVENTURE GAME USING UNITY
The article "3D Adventure Game Using Unity" (Raguman et al., 2019) presents the
development of a 3D adventure game using the Unity game engine. The authors aim to create
an engaging gaming experience by incorporating various elements such as obstacles,
animations, and a scoring system.
The study provides an overview of the game's design and implementation, including the
use of Unity's built-in features and scripting to implement gameplay mechanics. The authors
also discuss the challenges faced during the development process and offer solutions for these
issues. The literature supports the use of game engines such as Unity for game development
(Koulaxidis & Xinogalos, 2022; Roedavan et al., 2020). This study contributes to the field by
demonstrating the practical application of Unity in creating a 3D adventure game.
In conclusion, the 3D adventure game developed using Unity highlights the capabilities of the
game engine in creating engaging and interactive games.

2.2 REAL WORLD OBJECTS AUGMENTATION IN VIRTUAL 3D


ENVIRONMENT
The article "Real world objects augmentation in virtual 3D environment RealSense SDK,
Deep Learning and Game Engine" by Arko et al. (2021) presents a method for augmenting
real-world objects in a virtual 3D environment using the RealSense SDK, deep learning
techniques, and game engines. The authors aim to create a more immersive experience for the
user by blending virtual and real-world objects.
Shadman Arko, Md Tamjid Hossain, Shakib Dipto, Samiul Shad from BRAC University
(2021) use the RealSense SDK to gather data on real-world objects and use deep learning
techniques to augment these objects in a virtual 3D environment. The results show that the
use of the RealSense SDK and deep learning techniques in combination with game engines is
an effective method for augmenting real-world objects in virtual 3D environments. The
literature supports the authors' efforts to create a more immersive experience for users
through the integration of real-world objects into virtual 3D environments (Raguman et al.,
2019). The authors' contribution to the field through their method of augmenting real-world
objects in virtual 3D environments is significant.
In conclusion, the proposed method for augmenting real-world objects in virtual 3D
environments using the RealSense SDK, deep learning, and game engines represents a
valuable contribution to the field of augmented reality and game engines.

2.3 USING A GAME ENGINE TO VISUALIZE THE MAIN BUILDING OF THE


WARSAW UNIVERSITY OF TECHNOLOGY
The article "Using a game engine to visualize the Main Building of the Warsaw University
of Technology in a mobile application" (Marciniak & Janicki, 2020) presents a project that
aims to create a virtual visualization of the Main Building of the Warsaw University of
Technology using the Unity game engine. The authors used various tools and techniques,
such as photogrammetry, 3D modeling, and Unity's built-in features to create an interactive
mobile application.
The authors discuss the advantages of using game engines for architectural visualization,
including the ability to create interactive and immersive experiences for users. They also
highlight the challenges faced during the development process, such as ensuring accurate
representation of the building's geometry and capturing the details of the interior and exterior.
The study provides a practical application of using Unity for architectural visualization and
contributes to the field by demonstrating the capabilities of game engines in creating
interactive and educational experiences.
In conclusion, the visualization of the Main Building of the Warsaw University of
Technology using Unity highlights the potential of game engines for architectural
visualization.

2.4 ADAPTIVE BEHAVIOR IN SANDBOX GAMES


The "Adaptive Behavior in Sandbox Games: How Motivation Shapes Use of Affordances
in Virtual Worlds" article by Joomi Lee (2020) investigates the role of motivation in shaping
behavior in video games and virtual environments. The study proposes a model of adaptive
player behavior in games, which combines an understanding of player motivation with the
concept of affordances. The primary hypothesis is that threats and resources in games will
influence initially motivating behaviors to explore and use the affordances of the virtual
world at varying rates. To test this hypothesis, a laboratory experiment was conducted using a
custom-designed game with variable threats and resources.
The results showed that players adaptively respond to virtual environment affordances to
gain benefits and avoid threats, as evidenced by facilitated approach behaviors in the absence
of threats and facilitated avoidance behaviors under threatening circumstances. The article
also found that individual differences in appetitive and defensive trait motivational reactivity
moderated these effects. These findings suggest that game mechanics and affordances of the
virtual environment significantly shape user behavior and that gameplay consists of discrete
adaptive behaviors guided by motivated responses to the game environment.

2.5 DEVELOPMENT OF AN NPC BEHAVIOR PLUGIN FOR THE UNITY GAME


ENGINE
The article "Development of an NPC Behavior Plugin for the Unity Game Engine" by L.N.
Parenyuk and V.V. Kugurakova (2020) discusses the creation of artificial intelligence (AI)
for non-player characters (NPCs) in games using machine learning algorithms and the Unity
game engine. The authors describe their implementation of NPC behavior using machine
learning, which can be applied in real time within the Unity environment for game
development.
There are various approaches to creating AI in games, each with its own advantages and
disadvantages. The use of machine learning algorithms for NPC behavior allows for more
realistic and dynamic responses from the NPCs, as they can adapt and learn from their
interactions with the player and the game environment. The authors note that this approach
can be useful for creating immersive and engaging gameplay experiences.
The article discusses the integration of machine learning algorithms into the Unity
environment using the Python programming language. The authors also mention the use of
the sci-kit-learn library for implementing the machine-learning models. Overall, the article
presents a unique approach to NPC behavior in games using machine learning and the Unity
game engine. This approach has the potential to enhance the realism and immersion of game
environments by allowing NPCs to exhibit more dynamic and adaptive behaviors. It could be
of interest to game developers and researchers in the field of AI and game development.

2.6 IMPROVING MOBILE GAME PERFORMANCE WITH BASIC


OPTIMIZATION TECHNIQUES IN UNITY
The article "Improving Mobile Game Performance with Basic Optimization Techniques in
Unity'' (Koulaxidis & Xinogalos, 2022) focuses on the use of basic optimization techniques to
enhance game performance in the Unity game engine. The authors evaluate several
techniques such as reducing draw calls, using occlusion culling, and optimizing textures and
materials to improve overall performance and enhance the user experience. The authors also
mention the use of profiling tools to identify areas for optimization.
Existing research supports the importance of performance optimization in gaming,
including studies on optimizing graphics, physics, and networking performance (Fan et al.,
2017). The literature review by Koulaxidis and Xinogalos (2022) provides a comprehensive
overview of the benefits of using basic optimization techniques in the Unity game engine.
In conclusion, the authors' focus on basic optimization techniques and their impact on game
performance is supported by the broader literature in the field of game engine optimization.
ANALYSIS OF EXISTING SYSTEMS

College life simulation games offer players the opportunity to experience student life and
virtually go from admission to graduation. Some of the most famous and popular games in
this genre are listed below.

"The Sims" is a series of games in which players can create and develop Sims, virtual people
with their own personalities, desires and needs. In particular, The Sims: University Life
expansion allows Sims to go to university, attend classes, participate in student life, and
pursue successful careers after graduation.

"Academagia" is a game in which players have to manage a student of a magical academy,


distribute his time between classes, research, communication with fellow students and taking
part in extracurricular activities. Here, players are given the opportunity to upgrade their
character's skills and influence his future.

"University Life" is a management simulation game where players become presidents of a


university and strive to turn it into the best educational institution. The player's tasks are to
attract students, hire teachers, improve infrastructure and much more.

While these games provide interesting opportunities to explore campus life, they are often
limited in certain aspects such as linearity of the story, limited interaction with other
characters, and lack of freedom of action that is typical of the adventure/sandbox genre.
Developing a new game in this genre with a focus on freedom of exploration and interaction
with the outside world can attract more players and provide them with a fuller and deeper
immersion in university life.

To do this, the following features must be provided in the developed game:

1. Open world: allowing players to freely explore the university campus and surrounding
areas, stimulating their curiosity and desire for knowledge.

2. Flexible Story: A variety of storylines and a choice of character development paths,


allowing players to create a unique experience and feel the realities of student life.

3. Interaction with other characters: building relationships with classmates, faculty and
other campus residents, completing assignments and participating in joint activities.

4. Skill development and character development: Players are given the opportunity to
develop their character by upgrading various skills, participating in studies, research and
practical activities.

5. Realistic: the game should represent the realities of university life, such as doing
homework, taking exams, participating in scientific conferences and student events.

6. Variability of game situations: creating a variety of scenarios that offer players non-
standard solutions and alternative approaches to completing tasks.

Developing a game with the above features in mind can help to attract a larger audience,
provide players with an exciting and rich gaming experience, as well as expand the
boundaries of the college life simulation genre and meet the needs of a wide variety of
players.
3.1 THEORETICAL FOUNDATIONS OF GAME MECHANICS AND GENRES

College life simulation games allow players to virtually experience student life from
admission through graduation. Listed below are some of the most famous and popular games
in this genre.

"The Sims" is a renowned series that lets players create and develop virtual people with their
own personalities, desires and needs. With "The Sims: University Life" expansion pack,
players get to explore university life by attending classes, participating in student activities,
and obtaining successful careers after graduation.

In "Academagia," players manage a magical academy's students, juggling time between


classes, research, communication with peers, and extracurricular activities. The game offers
character skill upgrades and influence over individual futures.

In "University Life," players become presidents of a university and work towards making it
the best educational institution possible while attracting students, hiring faculty, and
improving infrastructure significantly and much more.

While these games offer myriad opportunities for exploring campus life, certain aspects such
as linear storylines, limited interaction with the characters, and restricted sandbox-style
freedom can limit player engagement.

Developing new games within this genre should focus on exploration and interaction with the
open world outside campus boundaries, enticing intellectual curiosity.

To do so, upcoming games must include the following features:

1. An Open World: Allowing players to explore freely beyond just university territories
stimulating broader knowledge-seeking interests.

2. Flexible Storyline Options: Numerous themes and character development paths offer
unique experiences bringing to light different facets of college life.

3. Interactive Character Building: Foster relationships between classmates, faculty and other
residents across campus completing assignments together or engaging in shared events.

4. Skill Advancement: Offering multiple routes for character-building through varied


exposures including experiential learning, practical-based exercises, and conduct
investigative researches.

5. Realistic Elements: Depicting routine scenarios seen in everyday campus life, for instance
homework completion, exams, dual-participation scientific conferences, and other like-
minded co-curricular events.

6. Varied Game Scenarios: Presents players with many out-of-the-box challenges in


completing different tasks through inventive thought processes.

Developing college-simulation games as suggested can readily engage a broader pool of


players while providing an extensive university experience for everyone, expanding genre
boundaries and meeting diverse player’s requirements seamlessly.
DATA COLLECTION

1. Pre-Game Surveys: Surveys can be distributed to high school students, educators, and
parents in the Astana region to gather information about their perceptions and
knowledge of Astana IT University. The survey questions can focus on topics such as
the university's reputation, academic programs, campus culture, and facilities.
2. Playtesting: Playtesting sessions can be conducted with current Astana IT University
students to gather feedback on the game's prototype. During the playtesting sessions,
students can be asked to provide feedback on the game's narrative, gameplay, and
graphics. Additionally, students can be asked to evaluate the game's accuracy in
representing Astana IT University's facilities, programs, and culture.
3. Analytics: Analytics can be used to track players' progress and performance in the
game. This data can be used to evaluate the effectiveness of the game in promoting
learning and identify areas for improvement. It can also be used to assess the game's
impact on student engagement and motivation.
4. Post-Game Surveys: Surveys can be distributed to players who have completed the
game to gather information about their perceptions and knowledge of Astana IT
University. The survey questions can focus on topics such as the player's
understanding of the university's facilities, programs, and culture, as well as their
interest in applying to the university.
5. Focus Groups: Focus groups can be organized with high school students, educators,
and parents to test the game's effectiveness in promoting learning and reducing
anxiety and stress for students. The focus group participants can be asked to provide
feedback on the game's effectiveness in achieving its educational objectives and its
potential impact on student motivation and engagement

METHODOLOGY OF THE WORK


Research Methodology. For this project, our team used the following programming
environments:
- Unity - is a cross-platform computer game development environment.
- C#-general-purpose object-oriented programming language
-Visual Studio-it is a launching pad for writing, debugging, and building code, as well as the
subsequent publication of applications.
-Blender-a powerful tool designed to create three-dimensional images and animations.

1. Project Planning and Research: In the initial stage, research was conducted on the
game's target audience, similar games, and the desired features and functionalities for
the game. A survey was created and distributed to Astana IT University students to
gather their preferences and expectations. The results of the survey informed the
design decisions and scope of the project.
2. Concept Development: Based on the gathered data and research, a concept for the
game was developed, including the game genre (adventure, sandbox), setting (Astana
IT University), main character (student), and core gameplay elements (exploration,
tasks, mini-games, and interaction with NPCs).
3. Game Design Document: A game design document (GDD) was created to outline the
game's story, gameplay mechanics, characters, level design, user interface, and art
style. The GDD served as the blueprint for the development process and helped ensure
a clear vision and direction for the project.
4. Asset Creation: Using Blender, 3D models of the university campus, characters, and
objects were created. Textures, animations, and sound assets were also developed or
sourced to bring the game to life. Assets were optimized for performance and
compatibility with the Unity game engine.
5. Game Development: The game was developed using the Unity game engine, with C#
programming for scripting and implementing gameplay mechanics, such as character
movement, interactions with objects and NPCs, and mini-games. Unity's built-in
physics, lighting, and AI systems were utilized to enhance the gameplay experience.
6. User Interface Design: A user-friendly interface was designed to provide clear
information and feedback to the player, including on-screen prompts, interactive
menus, and a HUD displaying the player's progress and objectives.
7. Testing and Iteration: Throughout the development process, the game was tested
regularly to identify and fix bugs, optimize performance, and ensure a polished and
enjoyable user experience. Feedback from playtesters and fellow students was used to
refine the game and make improvements.
8. Finalization and Deployment: After thorough testing and iteration, the game was
finalized, and any remaining issues were addressed. The game was packaged for
deployment on the intended platform(s), ensuring compatibility and a smooth
installation process for players.

GAME DESIGN

6.1 DESCRIPTION OF THE GAMEPLAY AND MAIN MECHANICS, WRITTEN


WITHOUT LISTING

The creation of a game with a "Unity Adventure/Sandbox University Life Simulator" theme
involves constructing both an enthralling gameplay along with primary mechanics that
facilitate captivating immersion within university life. This game's design assumes players
become submerged in a university open world, enabling exploration of changing sites,
interaction with other figures, and partaking in assorted activities linked to study, research,
sports, and social events.

To fabricate a system flexible enough for realism and personalization, engineering these main
mechanics entail considering the following points:

1. Interaction with the adjacent environment in which participants interact with characters,
objects, and scenarios to garner a richer awareness of the school setting.
2. Diversity of entertainment has contestants selecting from multiple tutorial, investigative,
sporting, and societal recreational opportunities to nurture growth based on their interests.

3. Opportunity to refine time and resource management by learning how to best allocate
efforts between academia, communal matters, and more.

4. Character enlargement while honing abilities, guaranteeing problem solving capabilities


during collegiate life develop successfully.

Further free-roaming play is available through collaboration with others, virtual or real,
marriages or friendly ties, formation of social groups and taking part in cooperative tasks. A
highly customizable gaming experience allows rules to mold according to participants’
preference, making replays uniquely varied. Earning achievements and rewards in academics,
research, athletics, and sociability stimulate self-improvement until ambitious heights are
attained, plus offers potential for actual world connection like sponsoring competitions and
affiliating with institutions, thus permitting putative application of aptitude acquired in truth.

Bringing all these components together formulates exhilarating gameplay with eternally
engaging traits as it awakens university reality. Thus, direction of adventure and simulation
genres will continue to shift expansively as learners advance their character roles amid the
educational space.
6.2 ARCHITECTURE OF THE PROJECT

The architecture of the "Adventure / sandbox game on the Unity engine simulator of
university life" project should be modular and scalable to ensure maintainability and
extensibility. Here is our architecture of the project:

Figure 2.1 Project architecture diagram

This diagram represents the main components of the project architecture, with the
GameManager class acting as the central controller for the game. The other classes represent
different modules or layers within the game.

Game Engine: Unity

Utilize Unity as the primary game engine for the project due to its extensive feature set, ease
of use, and cross-platform support.

Modules/Layers:

Core Game Mechanics: Implement the basic game mechanics such as character movement,
interaction, and sandbox elements.

University Simulation: Develop the simulation mechanics specific to the university life
theme, such as academic progress, social interactions, and extracurricular activities.

Artificial Intelligence: Create AI for non-player characters (NPCs) that represent students,
faculty, and staff to simulate realistic behaviors and interactions within the university
environment.

User Interface (UI): Design an intuitive and user-friendly UI for navigation, interaction with
game elements, and displaying information (e.g., player progress, tasks, inventory).

Multiplayer and Social Features (optional): Implement multiplayer functionality and social
features to enhance the gaming experience and encourage collaboration and communication
between players.

Audio and Visual Assets: Develop and integrate 2D/3D models, animations, textures, and
sound effects that complement the game's theme and mechanics.

Database and Backend Services: Implement backend services for storing player data,
managing leaderboards, and handling multiplayer functionality. Choose a suitable database
management system (DBMS) and server technology to ensure efficient data storage and
retrieval.
Third-Party Libraries and Services:

Utilize third-party libraries, assets, and services available in the Unity Asset Store and other
sources to improve development efficiency and game performance. Examples include AI
libraries, pathfinding solutions, networking libraries, and pre-built UI elements.

Version Control System:

Use a version control system (e.g., Git) to track and manage changes to the project source
code, assets, and other files. This will enable collaboration among team members and allow
for easy rollbacks in case of issues.

Build and Deployment Pipeline:

Set up a continuous integration (CI) and continuous deployment (CD) pipeline to automate
the process of building, testing, and deploying the game across different platforms. Use tools
like Unity Cloud Build or Jenkins for this purpose.

Testing and Quality Assurance:

Implement unit tests, integration tests, and end-to-end tests to ensure the game's stability,
performance, and correctness. Perform regular playtesting sessions to gather user feedback
and identify areas of improvement.

Project Management:

We chould utilize project management tools (e.g., Trello, Jira) to track tasks, milestones, and
deadlines, ensuring that the team stays organized and focused.

By designing the project architecture with these components in mind, you can create a robust
and scalable game that effectively simulates university life while providing an engaging and
entertaining experience for players.

6.3 MVP/UML DIAGRAMS


Establishment of a Progressive System and Character Skills

The system of character progression and honed abilities is one of the vital components in the
university life simulator, enabling players to observe the growth of their characters and the
accomplishment of objectives in numerous aspects of existence. In creating such a system,
consideration should be directed towards the following facets:
Balance between Academics and Extracurricular Achievements: The progression system
ought to secure a coherent blend of scholastics and extracurricular accomplishments so that
gamers can develop their characters from several points. This will empower players to make
distinct decisions and form an idiosyncratic story.

Realism of Skilful Advancement: Assembling the development of the framework must take
into account the authenticity of expertise improvement, granting players the chance to better
evaluate their successes and the productivity of the choices made. For instance, a character
could necessitate an exacted amount of period and resources to attain specific triumphs in
sports or study.

Player Decisions and Character Progress: The progressive structure should be adaptable and
adjustable to accommodate the player's preferences and choices. This will let players feel
liable for their characters and advancements, and relish the repercussions of their deeds
within the game.Encouragement and Impetus for Gamers: To uphold enthusiasm with
gamers, furnishing them continued motivation for their character growth, the progression
system should supply various accolades and triumphs that players acquire for success.
Individuals may receive both tangible awards (e.g., items or the virtual currency) as well as
intangible ones (e.g., status or improved relations with other characters).

Simplicity and Lucidity of Progression Structure: For convenience in gaming, the apparatus
of progression and skills should be unpretentious and obvious to players. That way, the
interface and visualization of progress are facilely familiar so that individuals can readily
evaluate their achievements, comprehending the actions producing character expansion.

Adaptability to Individual Gaming Style: The capabilities and progression program should
possess the competence to adjust to personal inclinations of the players. Several gamers may
prioritize academic pursuit while others prefer improving in athletics or contact with others.
Assorted pathways for evolution provides every gamer their distinctive strive and history for
their characters.

Supporter Feedback and Player Assistance: A noteworthy feature of progression and skill
system is feed-back which assists players understanding how their activities affect the
character's advancement. This welcoming function might manifest through pop-up
notifications, memos from other characters, or adjustments in the environment.Integration of
Framework with Other Game Mechanics: The progression and talents setup should exist
neatly joined with opposite, yet pertinent game mechanics, like mission consummations,
communication with characters, and participation in events. Subsequently, all users gain
access to an amalgamated gaming sector engrossing a varied range of stimulating amusement.
Figure 4.1 The UML diagram of the project

TECHNOLOGY COMPARISON

Unity Game Engine: Unity is a popular game engine used by many game developers,
including those who create educational and simulation games. It has a wide range of features
and tools, including support for 2D and 3D graphics, physics simulations, and scripting. Unity
also has a large community of developers and resources available for learning and
troubleshooting.

Advantages:
Cross-platform support, allowing the game to be deployed on multiple platforms, including
desktop, mobile, and console devices.
Robust and easy-to-use game engine with a large developer community, extensive
documentation, and a variety of third-party assets and plugins available.
Wide range of supported features, including physics, audio, animation, and scripting, which
allows for complex and dynamic gameplay mechanics.
Provides built-in support for Virtual Reality (VR) and Augmented Reality (AR) development,
enabling the creation of immersive and interactive experiences.

Disadvantages:
Steep learning curve for beginners, as it involves learning C# programming, the Unity editor
interface, and the game development workflow.
Performance can be an issue on low-end hardware or for games with high visual fidelity.
Limited control over some aspects of the game engine, as it is a closed-source proprietary
software.

Unreal Engine: Unreal Engine is another popular game engine that can be used for creating
educational and simulation games. It has similar features to Unity, including support for 2D
and 3D graphics, physics simulations, and scripting. Unreal Engine is known for its high-
quality graphics and advanced features, but it may require more expertise and resources to use
effectively.

C# Programming Language: C# is a general-purpose, object-oriented programming language


used in Unity and many other software applications. It is a versatile language with a wide
range of applications and is known for its performance, ease of use, and strong support for
object-oriented programming principles.

Advantages:
Powerful and flexible object-oriented programming language, well-suited for game
development and scripting in Unity.
Easy integration with other .NET framework libraries and APIs.
Large developer community with extensive documentation and tutorials available.
Strong typing and memory management, reducing the likelihood of runtime errors and
improving code efficiency.

Disadvantages:
Requires a significant amount of programming knowledge and experience to use effectively.
Can be verbose and complex for beginners, making it difficult to learn.
Limited support for functional programming paradigms, which may be a disadvantage for
some developers.

Visual Studio: Visual Studio is a popular integrated development environment (IDE) used by
many developers for writing and debugging code in C# and other programming languages. It
has many features and tools, such as syntax highlighting, code completion, and debugging
tools, that can help developers write and test code more efficiently.

Advantages:
Comprehensive Integrated Development Environment (IDE) with powerful code editing,
debugging, and testing tools.
Supports a wide range of programming languages, including C#, C++, and Visual Basic.
Large developer community with extensive documentation and tutorials available.
Provides built-in version control integration with Git and other popular repositories.

Disadvantages:
Can be resource-intensive and slow to load on low-end hardware.
May require additional setup and configuration for game development in Unity, such as
installing extensions and plugins.
Some features may require a paid license, which can be a barrier for some developers.

Blender: Blender is a powerful 3D modeling and animation tool that can be used to create 3D
assets for use in Unity and other game engines. It has many features, such as support for
physics simulations, sculpting tools, and a built-in game engine, that make it a popular choice
for game developers.

Overall, our team chose to use Unity and C# for our project due to their ease of use, extensive
documentation and community support, and compatibility with various platforms. We also
utilized Visual Studio for coding and debugging, as well as Blender for creating 3D assets.

Advantages:
Powerful and versatile 3D modeling and animation software, well-suited for game
development.
Supports a wide range of file formats and import/export options.
Large community with extensive documentation and tutorials available.
Provides built-in tools for rigging, animation, and physics simulation.

Disadvantages:
Steep learning curve for beginners, as it involves learning a new interface and workflow.
Limited support for 2D graphics and image editing, which may be a disadvantage for some
developers.
Can be resource-intensive and slow to render complex scenes or animations.
MOCKUPS OF THE PROJECT

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