intro

Blah blah blah

Boat.io

Boat.io

Development Process:

Input Processing -

The game processes inputs in real-time, which requires efficient input handling to ensure that gameplay remains smooth and free from lag. This is achieved by:


  • Polling Method: Regularly checking for player inputs at every frame update to capture and respond to actions as quickly as they occur.

  • Event-Driven Input: In some scenarios, especially for UI interactions like starting the game or restarting after a game over, the input is handled through event-driven triggers, which helps in managing different game states efficiently.

Input Processing -

The game processes inputs in real-time, which requires efficient input handling to ensure that gameplay remains smooth and free from lag. This is achieved by:


  • Polling Method: Regularly checking for player inputs at every frame update to capture and respond to actions as quickly as they occur.

  • Event-Driven Input: In some scenarios, especially for UI interactions like starting the game or restarting after a game over, the input is handled through event-driven triggers, which helps in managing different game states efficiently.

Input Processing -

The game processes inputs in real-time, which requires efficient input handling to ensure that gameplay remains smooth and free from lag. This is achieved by:


  • Polling Method: Regularly checking for player inputs at every frame update to capture and respond to actions as quickly as they occur.

  • Event-Driven Input: In some scenarios, especially for UI interactions like starting the game or restarting after a game over, the input is handled through event-driven triggers, which helps in managing different game states efficiently.

Input Processing -

The game processes inputs in real-time, which requires efficient input handling to ensure that gameplay remains smooth and free from lag. This is achieved by:


  • Polling Method: Regularly checking for player inputs at every frame update to capture and respond to actions as quickly as they occur.

  • Event-Driven Input: In some scenarios, especially for UI interactions like starting the game or restarting after a game over, the input is handled through event-driven triggers, which helps in managing different game states efficiently.

Development Process:

Download local Game demo(Android)

Download local Game demo(Android)

Download local Game demo(Android)

Download local Game demo(Android)

Developed during my tenure at Miraigate Technologies, this game is a 2D PLay to win and hypercasual game where players navigate a boat through a lake which is brimming with obstacles such as crocodiles, broken bridges, and spinning machinery.

Developed during my tenure at Miraigate Technologies, this game is a 2D PLay to win and hypercasual game where players navigate a boat through a lake which is brimming with obstacles such as crocodiles, broken bridges, and spinning machinery.

Developed during my tenure at Miraigate Technologies, this game is a 2D PLay to win and hypercasual game where players navigate a boat through a lake which is brimming with obstacles such as crocodiles, broken bridges, and spinning machinery.

Developed during my tenure at Miraigate Technologies, this game is a 2D PLay to win and hypercasual game where players navigate a boat through a lake which is brimming with obstacles such as crocodiles, broken bridges, and spinning machinery.

Developed during my tenure at Miraigate Technologies, this game is a 2D PLay to win and hypercasual game where players navigate a boat through a lake which is brimming with obstacles such as crocodiles, broken bridges, and spinning machinery.

Developed during my tenure at Miraigate Technologies, this game is a 2D PLay to win and hypercasual game where players navigate a boat through a lake which is brimming with obstacles such as crocodiles, broken bridges, and spinning machinery.

Reversed Controls

Design and Development Process


Ideation:

The initial concept for "Boat.io" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Design and Development Process:


Ideation:

The initial concept for "The Boat" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Design and Development Process:


Ideation:

The initial concept for "The Boat" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Design and Development Process:


Ideation:

The initial concept for "The Boat" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Design and Development Process:


Ideation:

The initial concept for "The Boat" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Design and Development Process


Ideation:

The initial concept for "Boat.io" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Prototyping:


The initial phase of developing this game involved a critical focus on refining the boat movements, as they are central to the unique gameplay experience. Here’s a breakdown of how the boat’s movement was implemented using Unity's scripting and physics tools.


  • To simulate the natural motion of a boat rocking side to side, I employed a harmonic oscillation formula based on the sine wave function. This is mathematically represented as: x(t)=Asin(ωt+ϕ) where 𝐴 (amplitude) determines how far the boat moves side to side, 𝜔(angular frequency) controls the speed of the oscillation, and 𝜙(phase) could be used to offset the starting position of the motion if needed. In Unity, this was translated into updating the boat’s x-coordinate every frame, thereby creating a continuous, smooth horizontal movement that mimics the motion of a boat on water.


  • For vertical movement, the game uses player input to control the boat's upward thrust. When the player taps the screen, a force is applied to the rigidbody component of the boat in the upward direction.


  • Using collider components and physics layers, the game detects when the boat intersects with these objects, triggering appropriate responses. For instance, colliding with an obstacle triggers a reduction in score, while collecting items increases the score.



Prototyping:



The initial phase of developing this game involved a critical focus on refining the boat movements, as they are central to the unique gameplay experience. Here’s a breakdown of how the boat’s movement was implemented using Unity's scripting and physics tools.


  • To simulate the natural motion of a boat rocking side to side, I employed a harmonic oscillation formula based on the sine wave function. This is mathematically represented as: x(t)=Asin(ωt+ϕ) where 𝐴 (amplitude) determines how far the boat moves side to side, 𝜔(angular frequency) controls the speed of the oscillation, and 𝜙(phase) could be used to offset the starting position of the motion if needed. In Unity, this was translated into updating the boat’s x-coordinate every frame, thereby creating a continuous, smooth horizontal movement that mimics the motion of a boat on water.


  • For vertical movement, the game uses player input to control the boat's upward thrust. When the player taps the screen, a force is applied to the rigidbody component of the boat in the upward direction.


  • Using collider components and physics layers, the game detects when the boat intersects with these objects, triggering appropriate responses. For instance, colliding with an obstacle triggers a reduction in score, while collecting items increases the score.



Prototyping:


The initial phase of developing this game involved a critical focus on refining the boat movements, as they are central to the unique gameplay experience. Here’s a breakdown of how the boat’s movement was implemented using Unity's scripting and physics tools.


  • To simulate the natural motion of a boat rocking side to side, I employed a harmonic oscillation formula based on the sine wave function. This is mathematically represented as: x(t)=Asin(ωt+ϕ) where 𝐴 (amplitude) determines how far the boat moves side to side, 𝜔(angular frequency) controls the speed of the oscillation, and 𝜙(phase) could be used to offset the starting position of the motion if needed. In Unity, this was translated into updating the boat’s x-coordinate every frame, thereby creating a continuous, smooth horizontal movement that mimics the motion of a boat on water.


  • For vertical movement, the game uses player input to control the boat's upward thrust. When the player taps the screen, a force is applied to the rigidbody component of the boat in the upward direction.


  • Using collider components and physics layers, the game detects when the boat intersects with these objects, triggering appropriate responses. For instance, colliding with an obstacle triggers a reduction in score, while collecting items increases the score.



Prototyping:

The initial phase of developing this game involved a critical focus on refining the boat movements, as they are central to the unique gameplay experience. Here’s a breakdown of how the boat’s movement was implemented using Unity's scripting and physics tools.

  • To simulate the natural motion of a boat rocking side to side, I employed a harmonic oscillation formula based on the sine wave function. This is mathematically represented as: x(t)=Asin(ωt+ϕ) where 𝐴 (amplitude) determines how far the boat moves side to side, 𝜔(angular frequency) controls the speed of the oscillation, and 𝜙(phase) could be used to offset the starting position of the motion if needed. In Unity, this was translated into updating the boat’s x-coordinate every frame, thereby creating a continuous, smooth horizontal movement that mimics the motion of a boat on water.


  • For vertical movement, the game uses player input to control the boat's upward thrust. When the player taps the screen, a force is applied to the rigidbody component of the boat in the upward direction.


  • Using collider components and physics layers, the game detects when the boat intersects with these objects, triggering appropriate responses. For instance, colliding with an obstacle triggers a reduction in score, while collecting items increases the score.



Prototyping:


The initial phase of developing this game involved a critical focus on refining the boat movements, as they are central to the unique gameplay experience. Here’s a breakdown of how the boat’s movement was implemented using Unity's scripting and physics tools.


  • To simulate the natural motion of a boat rocking side to side, I employed a harmonic oscillation formula based on the sine wave function. This is mathematically represented as: x(t)=Asin(ωt+ϕ) where 𝐴 (amplitude) determines how far the boat moves side to side, 𝜔(angular frequency) controls the speed of the oscillation, and 𝜙(phase) could be used to offset the starting position of the motion if needed. In Unity, this was translated into updating the boat’s x-coordinate every frame, thereby creating a continuous, smooth horizontal movement that mimics the motion of a boat on water.


  • For vertical movement, the game uses player input to control the boat's upward thrust. When the player taps the screen, a force is applied to the rigidbody component of the boat in the upward direction.


  • Using collider components and physics layers, the game detects when the boat intersects with these objects, triggering appropriate responses. For instance, colliding with an obstacle triggers a reduction in score, while collecting items increases the score.



Prototyping:


The initial phase of developing this game involved a critical focus on refining the boat movements, as they are central to the unique gameplay experience. Here’s a breakdown of how the boat’s movement was implemented using Unity's scripting and physics tools.


  • To simulate the natural motion of a boat rocking side to side, I employed a harmonic oscillation formula based on the sine wave function. This is mathematically represented as: x(t)=Asin(ωt+ϕ) where 𝐴 (amplitude) determines how far the boat moves side to side, 𝜔(angular frequency) controls the speed of the oscillation, and 𝜙(phase) could be used to offset the starting position of the motion if needed. In Unity, this was translated into updating the boat’s x-coordinate every frame, thereby creating a continuous, smooth horizontal movement that mimics the motion of a boat on water.


  • For vertical movement, the game uses player input to control the boat's upward thrust. When the player taps the screen, a force is applied to the rigidbody component of the boat in the upward direction.


  • Using collider components and physics layers, the game detects when the boat intersects with these objects, triggering appropriate responses. For instance, colliding with an obstacle triggers a reduction in score, while collecting items increases the score.



Technical Design :

The initial concept for "The Boat" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus. The initial concept for "The Boat" emerged while exploring and developing the game mechanics of the classic arcade snake game. We were experimenting with the snake's wave like motion which is where this new idea emerged and we ended up giving the project a much more unique direction. This was a serendipitous development that dramatically shifted our design focus.


Gameplay Mechanics:


  • Starting the Game: Players begin by selecting the amount they wish to wager, setting the stage for a competitive experience. They can either join a random game or create a lobby to invite friends for a head-to-head challenge. Once players are matched, the game kicks off with a one-minute timer that starts counting down as soon as the session begins.


  • Gameplay Mechanics: It features a continuously moving boat that oscillates horizontally across the screen. The core mechanic involves players tapping the screen to give the boat a forward thrust in a wave-like pattern.


  • Scoring System: The game includes three types of collectibles scattered throughout the lake, rewarding players with 2, 5, or 10 points depending on the collectible type. However, colliding with any obstacle results in a penalty of 5 points. The player with the higher score at the end of the minute wins the wagered amount, making each collection and maneuver significantly impactful.



Gameplay Mechanics:



  • Starting the Game: Players begin by selecting the amount they wish to wager, setting the stage for a competitive experience. They can either join a random game or create a lobby to invite friends for a head-to-head challenge. Once players are matched, the game kicks off with a one-minute timer that starts counting down as soon as the session begins.


  • Gameplay Mechanics: It features a continuously moving boat that oscillates horizontally across the screen. The core mechanic involves players tapping the screen to give the boat a forward thrust in a wave-like pattern.


  • Scoring System: The game includes three types of collectibles scattered throughout the lake, rewarding players with 2, 5, or 10 points depending on the collectible type. However, colliding with any obstacle results in a penalty of 5 points. The player with the higher score at the end of the minute wins the wagered amount, making each collection and maneuver significantly impactful.



Gameplay Mechanics:


  • Starting the Game: Players begin by selecting the amount they wish to wager, setting the stage for a competitive experience. They can either join a random game or create a lobby to invite friends for a head-to-head challenge. Once players are matched, the game kicks off with a one-minute timer that starts counting down as soon as the session begins.


  • Gameplay Mechanics: It features a continuously moving boat that oscillates horizontally across the screen. The core mechanic involves players tapping the screen to give the boat a forward thrust in a wave-like pattern.


  • Scoring System: The game includes three types of collectibles scattered throughout the lake, rewarding players with 2, 5, or 10 points depending on the collectible type. However, colliding with any obstacle results in a penalty of 5 points. The player with the higher score at the end of the minute wins the wagered amount, making each collection and maneuver significantly impactful.



Gameplay Mechanics:

  • Starting the Game: Players begin by selecting the amount they wish to wager, setting the stage for a competitive experience. They can either join a random game or create a lobby to invite friends for a head-to-head challenge. Once players are matched, the game kicks off with a one-minute timer that starts counting down as soon as the session begins.


  • Gameplay Mechanics: It features a continuously moving boat that oscillates horizontally across the screen. The core mechanic involves players tapping the screen to give the boat a forward thrust in a wave-like pattern.


  • Scoring System: The game includes three types of collectibles scattered throughout the lake, rewarding players with 2, 5, or 10 points depending on the collectible type. However, colliding with any obstacle results in a penalty of 5 points. The player with the higher score at the end of the minute wins the wagered amount, making each collection and maneuver significantly impactful.



Gameplay Mechanics:



  • Starting the Game: Players begin by selecting the amount they wish to wager, setting the stage for a competitive experience. They can either join a random game or create a lobby to invite friends for a head-to-head challenge. Once players are matched, the game kicks off with a one-minute timer that starts counting down as soon as the session begins.


  • Gameplay Mechanics: It features a continuously moving boat that oscillates horizontally across the screen. The core mechanic involves players tapping the screen to give the boat a forward thrust in a wave-like pattern.


  • Scoring System: The game includes three types of collectibles scattered throughout the lake, rewarding players with 2, 5, or 10 points depending on the collectible type. However, colliding with any obstacle results in a penalty of 5 points. The player with the higher score at the end of the minute wins the wagered amount, making each collection and maneuver significantly impactful.



Gameplay Mechanics:


  • Starting the Game: Players begin by selecting the amount they wish to wager, setting the stage for a competitive experience. They can either join a random game or create a lobby to invite friends for a head-to-head challenge. Once players are matched, the game kicks off with a one-minute timer that starts counting down as soon as the session begins.


  • Gameplay Mechanics: It features a continuously moving boat that oscillates horizontally across the screen. The core mechanic involves players tapping the screen to give the boat a forward thrust in a wave-like pattern.


  • Scoring System: The game includes three types of collectibles scattered throughout the lake, rewarding players with 2, 5, or 10 points depending on the collectible type. However, colliding with any obstacle results in a penalty of 5 points. The player with the higher score at the end of the minute wins the wagered amount, making each collection and maneuver significantly impactful.



Art and UI:

The game's background and obstacles were illustrated by me to create a vibrant and dynamic environment. The aesthetic combines textures with a cartoonish flair, striking a balance that appeals to a wide range of players. The color palette is carefully chosen to make important elements like collectibles and obstacles stand out, ensuring that gameplay remains clear and visually compelling.

The UI in The Boat is designed to be minimal and non-intrusive, allowing players to focus on the gameplay without unnecessary distractions. The main elements like the score, timer, and opponent's score are positioned strategically on the screen to be easily readable at a glance.

Art and UI:

The game's background and obstacles were illustrated by me to create a vibrant and dynamic environment. The aesthetic combines textures with a cartoonish flair, striking a balance that appeals to a wide range of players. The color palette is carefully chosen to make important elements like collectibles and obstacles stand out, ensuring that gameplay remains clear and visually compelling.

The UI in The Boat is designed to be minimal and non-intrusive, allowing players to focus on the gameplay without unnecessary distractions. The main elements like the score, timer, and opponent's score are positioned strategically on the screen to be easily readable at a glance.

Art and UI:

The game's background and obstacles were illustrated by me to create a vibrant and dynamic environment. The aesthetic combines textures with a cartoonish flair, striking a balance that appeals to a wide range of players. The color palette is carefully chosen to make important elements like collectibles and obstacles stand out, ensuring that gameplay remains clear and visually compelling.

The UI in The Boat is designed to be minimal and non-intrusive, allowing players to focus on the gameplay without unnecessary distractions. The main elements like the score, timer, and opponent's score are positioned strategically on the screen to be easily readable at a glance.

Art and UI:

The game's background and obstacles were illustrated by me to create a vibrant and dynamic environment. The aesthetic combines textures with a cartoonish flair, striking a balance that appeals to a wide range of players. The color palette is carefully chosen to make important elements like collectibles and obstacles stand out, ensuring that gameplay remains clear and visually compelling.

The UI in The Boat is designed to be minimal and non-intrusive, allowing players to focus on the gameplay without unnecessary distractions. The main elements like the score, timer, and opponent's score are positioned strategically on the screen to be easily readable at a glance.

Art and UI:

The game's background and obstacles were illustrated by me to create a vibrant and dynamic environment. The aesthetic combines textures with a cartoonish flair, striking a balance that appeals to a wide range of players. The color palette is carefully chosen to make important elements like collectibles and obstacles stand out, ensuring that gameplay remains clear and visually compelling.

The UI in The Boat is designed to be minimal and non-intrusive, allowing players to focus on the gameplay without unnecessary distractions. The main elements like the score, timer, and opponent's score are positioned strategically on the screen to be easily readable at a glance.

Art and UI:

The game's background and obstacles were illustrated by me to create a vibrant and dynamic environment. The aesthetic combines textures with a cartoonish flair, striking a balance that appeals to a wide range of players. The color palette is carefully chosen to make important elements like collectibles and obstacles stand out, ensuring that gameplay remains clear and visually compelling.

The UI in The Boat is designed to be minimal and non-intrusive, allowing players to focus on the gameplay without unnecessary distractions. The main elements like the score, timer, and opponent's score are positioned strategically on the screen to be easily readable at a glance.

Technical design:

The Boat employs a modular architecture designed within Unity. Below is an overview of the core components and their technical implementations:


  • The game detects player inputs using a touch detection system. When playing on mobile devices, the game utilizes the touchscreen capabilities where a tap on the screen corresponds to an action. On platforms that support a mouse, such as PCs, the same actions are triggered by mouse clicks. This uniformity ensures that the game mechanics remain consistent across different devices. Taking the input feedback loop in mind, when the player taps the screen or clicks the mouse, visual effects such as trails or speed lines appear around the boat, for a sense of speed and movement.


Technical design:

The Boat employs a modular architecture designed within Unity. Below is an overview of the core components and their technical implementations:


  • The game detects player inputs using a touch detection system. When playing on mobile devices, the game utilizes the touchscreen capabilities where a tap on the screen corresponds to an action. On platforms that support a mouse, such as PCs, the same actions are triggered by mouse clicks. This uniformity ensures that the game mechanics remain consistent across different devices. Taking the input feedback loop in mind, when the player taps the screen or clicks the mouse, visual effects such as trails or speed lines appear around the boat, for a sense of speed and movement.


Technical design:

The Boat employs a modular architecture designed within Unity. Below is an overview of the core components and their technical implementations:


  • The game detects player inputs using a touch detection system. When playing on mobile devices, the game utilizes the touchscreen capabilities where a tap on the screen corresponds to an action. On platforms that support a mouse, such as PCs, the same actions are triggered by mouse clicks. This uniformity ensures that the game mechanics remain consistent across different devices. Taking the input feedback loop in mind, when the player taps the screen or clicks the mouse, visual effects such as trails or speed lines appear around the boat, for a sense of speed and movement.


Technical design:

The Boat employs a modular architecture designed within Unity. Below is an overview of the core components and their technical implementations:


  • The game detects player inputs using a touch detection system. When playing on mobile devices, the game utilizes the touchscreen capabilities where a tap on the screen corresponds to an action. On platforms that support a mouse, such as PCs, the same actions are triggered by mouse clicks. This uniformity ensures that the game mechanics remain consistent across different devices. Taking the input feedback loop in mind, when the player taps the screen or clicks the mouse, visual effects such as trails or speed lines appear around the boat, for a sense of speed and movement.


Technical design:

The Boat employs a modular architecture designed within Unity. Below is an overview of the core components and their technical implementations:


  • The game detects player inputs using a touch detection system. When playing on mobile devices, the game utilizes the touchscreen capabilities where a tap on the screen corresponds to an action. On platforms that support a mouse, such as PCs, the same actions are triggered by mouse clicks. This uniformity ensures that the game mechanics remain consistent across different devices. Taking the input feedback loop in mind, when the player taps the screen or clicks the mouse, visual effects such as trails or speed lines appear around the boat, for a sense of speed and movement.


Technical design:

The Boat employs a modular architecture designed within Unity. Below is an overview of the core components and their technical implementations:


  • The game detects player inputs using a touch detection system. When playing on mobile devices, the game utilizes the touchscreen capabilities where a tap on the screen corresponds to an action. On platforms that support a mouse, such as PCs, the same actions are triggered by mouse clicks. This uniformity ensures that the game mechanics remain consistent across different devices. Taking the input feedback loop in mind, when the player taps the screen or clicks the mouse, visual effects such as trails or speed lines appear around the boat, for a sense of speed and movement.



  • The game applies forces to the boat to replicate realistic motion on water, which includes both a natural sway and forward thrust when the player interacts. This motion is mathematically modeled using wave-like functions


  • Scoring in the game is handled through a points system where different collectibles add varying points to the player's score. Penalties are also implemented for colliding with obstacles. Unity’s PlayerPrefs is utilized to store and retrieve high scores, providing a persistent scoring system across sessions.


  • Sound plays an integral role in the game's atmosphere and feedback system. Unity's AudioSource component is used to manage all game sounds, including background music and effect sounds for game actions like collecting items or hitting obstacles. A singleton pattern is used to manage audio sources, ensuring that there is no overlap or duplication in audio playback, which is critical for maintaining optimal game performance and user experience.


  • The game applies forces to the boat to replicate realistic motion on water, which includes both a natural sway and forward thrust when the player interacts. This motion is mathematically modeled using wave-like functions.


  • Scoring in the game is handled through a points system where different collectibles add varying points to the player's score. Penalties are also implemented for colliding with obstacles. Unity’s PlayerPrefs is utilized to store and retrieve high scores, providing a persistent scoring system across sessions.


  • Sound plays an integral role in the game's atmosphere and feedback system. Unity's AudioSource component is used to manage all game sounds, including background music and effect sounds for game actions like collecting items or hitting obstacles. A singleton pattern is used to manage audio sources, ensuring that there is no overlap or duplication in audio playback, which is critical for maintaining optimal game performance and user experience.



  • The game applies forces to the boat to replicate realistic motion on water, which includes both a natural sway and forward thrust when the player interacts. This motion is mathematically modeled using wave-like functions


  • Scoring in the game is handled through a points system where different collectibles add varying points to the player's score. Penalties are also implemented for colliding with obstacles. Unity’s PlayerPrefs is utilized to store and retrieve high scores, providing a persistent scoring system across sessions.


  • Sound plays an integral role in the game's atmosphere and feedback system. Unity's AudioSource component is used to manage all game sounds, including background music and effect sounds for game actions like collecting items or hitting obstacles. A singleton pattern is used to manage audio sources, ensuring that there is no overlap or duplication in audio playback, which is critical for maintaining optimal game performance and user experience.


  • The game applies forces to the boat to replicate realistic motion on water, which includes both a natural sway and forward thrust when the player interacts. This motion is mathematically modeled using wave-like functions


  • Scoring in the game is handled through a points system where different collectibles add varying points to the player's score. Penalties are also implemented for colliding with obstacles. Unity’s PlayerPrefs is utilized to store and retrieve high scores, providing a persistent scoring system across sessions.


  • Sound plays an integral role in the game's atmosphere and feedback system. Unity's AudioSource component is used to manage all game sounds, including background music and effect sounds for game actions like collecting items or hitting obstacles. A singleton pattern is used to manage audio sources, ensuring that there is no overlap or duplication in audio playback, which is critical for maintaining optimal game performance and user experience.



  • The game applies forces to the boat to replicate realistic motion on water, which includes both a natural sway and forward thrust when the player interacts. This motion is mathematically modeled using wave-like functions


  • Scoring in the game is handled through a points system where different collectibles add varying points to the player's score. Penalties are also implemented for colliding with obstacles. Unity’s PlayerPrefs is utilized to store and retrieve high scores, providing a persistent scoring system across sessions.


  • Sound plays an integral role in the game's atmosphere and feedback system. Unity's AudioSource component is used to manage all game sounds, including background music and effect sounds for game actions like collecting items or hitting obstacles. A singleton pattern is used to manage audio sources, ensuring that there is no overlap or duplication in audio playback, which is critical for maintaining optimal game performance and user experience.



  • The game applies forces to the boat to replicate realistic motion on water, which includes both a natural sway and forward thrust when the player interacts. This motion is mathematically modeled using wave-like functions


  • Scoring in the game is handled through a points system where different collectibles add varying points to the player's score. Penalties are also implemented for colliding with obstacles. Unity’s PlayerPrefs is utilized to store and retrieve high scores, providing a persistent scoring system across sessions.


  • Sound plays an integral role in the game's atmosphere and feedback system. Unity's AudioSource component is used to manage all game sounds, including background music and effect sounds for game actions like collecting items or hitting obstacles. A singleton pattern is used to manage audio sources, ensuring that there is no overlap or duplication in audio playback, which is critical for maintaining optimal game performance and user experience.



  • To make sure that the game runs smoothly across a wide range of devices, performance optimization techniques are used. This includes implementing object pooling for obstacles and collectibles, which minimizes the overhead of repeatedly instantiating and destroying objects, a process that can be costly in terms of performance. Additionally, careful management of game object lifecycle and scene management helps maintain high performance and low memory usage.



  • To make sure that the game runs smoothly across a wide range of devices, performance optimization techniques are used. This includes implementing object pooling for obstacles and collectibles, which minimizes the overhead of repeatedly instantiating and destroying objects, a process that can be costly in terms of performance. Additionally, careful management of game object lifecycle and scene management helps maintain high performance and low memory usage.



  • To make sure that the game runs smoothly across a wide range of devices, performance optimization techniques are used. This includes implementing object pooling for obstacles and collectibles, which minimizes the overhead of repeatedly instantiating and destroying objects, a process that can be costly in terms of performance. Additionally, careful management of game object lifecycle and scene management helps maintain high performance and low memory usage.



  • To make sure that the game runs smoothly across a wide range of devices, performance optimization techniques are used. This includes implementing object pooling for obstacles and collectibles, which minimizes the overhead of repeatedly instantiating and destroying objects, a process that can be costly in terms of performance. Additionally, careful management of game object lifecycle and scene management helps maintain high performance and low memory usage.



  • To make sure that the game runs smoothly across a wide range of devices, performance optimization techniques are used. This includes implementing object pooling for obstacles and collectibles, which minimizes the overhead of repeatedly instantiating and destroying objects, a process that can be costly in terms of performance. Additionally, careful management of game object lifecycle and scene management helps maintain high performance and low memory usage.



  • To make sure that the game runs smoothly across a wide range of devices, performance optimization techniques are used. This includes implementing object pooling for obstacles and collectibles, which minimizes the overhead of repeatedly instantiating and destroying objects, a process that can be costly in terms of performance. Additionally, careful management of game object lifecycle and scene management helps maintain high performance and low memory usage.


Please view this website in your desktop