3D Modeling (Fruits and Bomb assets) :
3D Modeling (Fruits and Bomb assets) :
3D Modeling (Fruits and Bomb assets) :
3D Modeling (Fruits and Bomb assets) :
3D Modeling (Fruits and Bomb assets) :
3D Modeling (Fruits and Bomb assets) :
Game API Integration:
Game API Integration:
Game API Integration:
Game API Integration:
Game API Integration:
Game API Integration:
Still underway*
Still underway*
Still underway*
Still underway*
Still underway*
Still underway*
UI Design:
UI Design:
UI Design:
UI Design:
UI Design:
UI Design:
3D Modeling :
Download the Gameplay Demo
(Android)
Download the Gameplay Demo
(Android)
Download the Gameplay Demo
(Android)
Download the Gameplay Demo
(Android)
Download the Gameplay Demo
(Android)
Download the Gameplay Demo
(Android)


Fruit Chop is an android play to win multiplayer game inspired by the classic "Fruit Ninja." This was developed during my tenure at Miraigate Technologies as a game designer and developer.
This game turns the simple joy of slicing fruits into a high-stakes duel in which players can lose cash against friends or random opponents in one-minute matches. Each session demands quick reflexes and sharp decision-making, as players chop fruits for points while avoiding bombs that can break their flow.
Fruit Chop is an android competitive multiplayer game inspired by the classic "Fruit Ninja." This was developed during my tenure at Miraigate Technologies as a game designer and developer.
This game turns the simple joy of slicing fruits into a high-stakes duel in which players can lose cash against friends or random opponents in one-minute matches. Each session demands quick reflexes and sharp decision-making, as players chop fruits for points while avoiding bombs that can break their flow.
Fruit Chop is an android competitive multiplayer game inspired by the classic "Fruit Ninja." This was developed during my tenure at Miraigate Technologies as a game designer and developer.
This game turns the simple joy of slicing fruits into a high-stakes duel in which players can lose cash against friends or random opponents in one-minute matches. Each session demands quick reflexes and sharp decision-making, as players chop fruits for points while avoiding bombs that can break their flow.
Fruit Chop is an android competitive multiplayer game inspired by the classic "Fruit Ninja." This was developed during my tenure at Miraigate Technologies as a game designer and developer.
This game turns the simple joy of slicing fruits into a high-stakes duel in which players can lose cash against friends or random opponents in one-minute matches. Each session demands quick reflexes and sharp decision-making, as players chop fruits for points while avoiding bombs that can break their flow.
Fruit Chop is an android competitive multiplayer game inspired by the classic "Fruit Ninja." This was developed during my tenure at Miraigate Technologies as a game designer and developer.
This game turns the simple joy of slicing fruits into a high-stakes duel in which players can lose cash against friends or random opponents in one-minute matches. Each session demands quick reflexes and sharp decision-making, as players chop fruits for points while avoiding bombs that can break their flow.
Fruit Chop is an android competitive multiplayer game inspired by the classic "Fruit Ninja." This was developed during my tenure at Miraigate Technologies as a game designer and developer.
This game turns the simple joy of slicing fruits into a high-stakes duel in which players can lose cash against friends or random opponents in one-minute matches. Each session demands quick reflexes and sharp decision-making, as players chop fruits for points while avoiding bombs that can break their flow.
Reversed Controls
My Role in Development:
Gameplay Development: I worked on the core gameplay mechanics, focusing on the functionality of fruit slicing and bomb dodging. This involved coding the primary interactions, ensuring responsive controls, and optimizing the game's performance to maintain a smooth user experience.
Game Feel: To improve the gameplay, I fine-tuned the game's dynamics to ensure that each slice felt rewarding. This included tweaking to the game's feedback loop—visual effects, animations, audio effects, and hit responses—to make every action feel impactful.
Audio Design: I personally selected and integrated the game's audio components. This process involved searching for and curating free audios that would complement the fast-paced and exhilarating nature of the game. Each sound effect was chosen to reinforce the game's immersive experience, from the swoosh of slicing fruit to the dramatic explosion caused by hitting a bomb.
Collaboration with the team : Worked closely with the UI designer to ideate an intuitive and appealing user interface. Also coordinated with other team members to ensure that all aspects of the game design were harmoniously aligned and delivered on time
My Role in Development:
Gameplay Development: I worked on the core gameplay mechanics, focusing on the functionality of fruit slicing and bomb dodging. This involved coding the primary interactions, ensuring responsive controls, and optimizing the game's performance to maintain a smooth user experience.
Game Feel: To improve the gameplay, I fine-tuned the game's dynamics to ensure that each slice felt rewarding. This included tweaking to the game's feedback loop—visual effects, animations, audio effects, and hit responses—to make every action feel impactful.
Audio Design: I personally selected and integrated the game's audio components. This process involved searching for and curating free audios that would complement the fast-paced and exhilarating nature of the game. Each sound effect was chosen to reinforce the game's immersive experience, from the swoosh of slicing fruit to the dramatic explosion caused by hitting a bomb.
Collaboration with the team : Worked closely with the UI designer to ideate an intuitive and appealing user interface. Also coordinated with other team members to ensure that all aspects of the game design were harmoniously aligned and delivered on time
My Role in Development:
Gameplay Development: I worked on the core gameplay mechanics, focusing on the functionality of fruit slicing and bomb dodging. This involved coding the primary interactions, ensuring responsive controls, and optimizing the game's performance to maintain a smooth user experience.
Game Feel: To improve the gameplay, I fine-tuned the game's dynamics to ensure that each slice felt rewarding. This included tweaking to the game's feedback loop—visual effects, animations, audio effects, and hit responses—to make every action feel impactful.
Audio Design: I personally selected and integrated the game's audio components. This process involved searching for and curating free audios that would complement the fast-paced and exhilarating nature of the game. Each sound effect was chosen to reinforce the game's immersive experience, from the swoosh of slicing fruit to the dramatic explosion caused by hitting a bomb.
Collaboration with the team : Worked closely with the UI designer to ideate an intuitive and appealing user interface. Also coordinated with other team members to ensure that all aspects of the game design were harmoniously aligned and delivered on time
My Role in Development:
Gameplay Development: I worked on the core gameplay mechanics, focusing on the functionality of fruit slicing and bomb dodging. This involved coding the primary interactions, ensuring responsive controls, and optimizing the game's performance to maintain a smooth user experience.
Game Feel: To improve the gameplay, I fine-tuned the game's dynamics to ensure that each slice felt rewarding. This included tweaking to the game's feedback loop—visual effects, animations, audio effects, and hit responses—to make every action feel impactful.
Audio Design: I personally selected and integrated the game's audio components. This process involved searching for and curating free audios that would complement the fast-paced and exhilarating nature of the game. Each sound effect was chosen to reinforce the game's immersive experience, from the swoosh of slicing fruit to the dramatic explosion caused by hitting a bomb.
Collaboration with the team : Worked closely with the UI designer to ideate an intuitive and appealing user interface. Also coordinated with other team members to ensure that all aspects of the game design were harmoniously aligned and delivered on time
My Role in Development:
Gameplay Development: I worked on the core gameplay mechanics, focusing on the functionality of fruit slicing and bomb dodging. This involved coding the primary interactions, ensuring responsive controls, and optimizing the game's performance to maintain a smooth user experience.
Game Feel: To improve the gameplay, I fine-tuned the game's dynamics to ensure that each slice felt rewarding. This included tweaking to the game's feedback loop—visual effects, animations, audio effects, and hit responses—to make every action feel impactful.
Audio Design: I personally selected and integrated the game's audio components. This process involved searching for and curating free audios that would complement the fast-paced and exhilarating nature of the game. Each sound effect was chosen to reinforce the game's immersive experience, from the swoosh of slicing fruit to the dramatic explosion caused by hitting a bomb.
Collaboration with the team : Worked closely with the UI designer to ideate an intuitive and appealing user interface. Also coordinated with other team members to ensure that all aspects of the game design were harmoniously aligned and delivered on time
My Role in Development:
Gameplay Development: I worked on the core gameplay mechanics, focusing on the functionality of fruit slicing and bomb dodging. This involved coding the primary interactions, ensuring responsive controls, and optimizing the game's performance to maintain a smooth user experience.
Game Feel: To improve the gameplay, I fine-tuned the game's dynamics to ensure that each slice felt rewarding. This included tweaking to the game's feedback loop—visual effects, animations, audio effects, and hit responses—to make every action feel impactful.
Audio Design: I personally selected and integrated the game's audio components. This process involved searching for and curating free audios that would complement the fast-paced and exhilarating nature of the game. Each sound effect was chosen to reinforce the game's immersive experience, from the swoosh of slicing fruit to the dramatic explosion caused by hitting a bomb.
Collaboration with the team : Worked closely with the UI designer to ideate an intuitive and appealing user interface. Also coordinated with other team members to ensure that all aspects of the game design were harmoniously aligned and delivered on time
Gameplay:
Starting the Game: Players begin by setting the amount of money they wish to wager. They can then choose to join a random game or create a lobby to play with a friend.
Game Mechanics: Once the game starts, fruits of various types and sizes are flung onto the screen. Players must slice these fruits by swiping their finge across them. Each fruit chopped adds points to the player’s score. Basic fruit slices earn players one point each, but slicing through multiple fruits in a single swipe triggers a combo bonus, yielding additional points
Avoiding Bombs: Complicating the fruit-slicing spree are bombs that appear among the fruits. Slicing a bomb triggers a penalty, pausing the game for the affected player for five seconds, during which a countdown is displayed on the screen.
Increasing Difficulty: As players continue to successfully slice fruits without hitting bombs, the game responds by increasing the speed and frequency of the fruits being thrown.
Competitive Play: The competitive aspect is central to Fruit Chop. Players are not only racing against the clock—with only one minute to accumulate their score—but are also directly competing against another player. The player with the highest score at the end of the minute wins the round and the wagered money, while the other player leaves with nothing.
Gameplay:
Starting the Game: Players begin by setting the amount of money they wish to wager. They can then choose to join a random game or create a lobby to play with a friend.
Game Mechanics: Once the game starts, fruits of various types and sizes are flung onto the screen. Players must slice these fruits by swiping their finge across them. Each fruit chopped adds points to the player’s score. Basic fruit slices earn players one point each, but slicing through multiple fruits in a single swipe triggers a combo bonus, yielding additional points
Avoiding Bombs: Complicating the fruit-slicing spree are bombs that appear among the fruits. Slicing a bomb triggers a penalty, pausing the game for the affected player for five seconds, during which a countdown is displayed on the screen.
Increasing Difficulty: As players continue to successfully slice fruits without hitting bombs, the game responds by increasing the speed and frequency of the fruits being thrown.
Competitive Play: The competitive aspect is central to Fruit Chop. Players are not only racing against the clock—with only one minute to accumulate their score—but are also directly competing against another player. The player with the highest score at the end of the minute wins the round and the wagered money, while the other player leaves with nothing.
Gameplay:
Starting the Game: Players begin by setting the amount of money they wish to wager. They can then choose to join a random game or create a lobby to play with a friend.
Game Mechanics: Once the game starts, fruits of various types and sizes are flung onto the screen. Players must slice these fruits by swiping their finge across them. Each fruit chopped adds points to the player’s score. Basic fruit slices earn players one point each, but slicing through multiple fruits in a single swipe triggers a combo bonus, yielding additional points
Avoiding Bombs: Complicating the fruit-slicing spree are bombs that appear among the fruits. Slicing a bomb triggers a penalty, pausing the game for the affected player for five seconds, during which a countdown is displayed on the screen.
Increasing Difficulty: As players continue to successfully slice fruits without hitting bombs, the game responds by increasing the speed and frequency of the fruits being thrown.
Competitive Play: The competitive aspect is central to Fruit Chop. Players are not only racing against the clock—with only one minute to accumulate their score—but are also directly competing against another player. The player with the highest score at the end of the minute wins the round and the wagered money, while the other player leaves with nothing.
Gameplay:
Starting the Game: Players begin by setting the amount of money they wish to wager. They can then choose to join a random game or create a lobby to play with a friend.
Game Mechanics: Once the game starts, fruits of various types and sizes are flung onto the screen. Players must slice these fruits by swiping their finge across them. Each fruit chopped adds points to the player’s score. Basic fruit slices earn players one point each, but slicing through multiple fruits in a single swipe triggers a combo bonus, yielding additional points
Avoiding Bombs: Complicating the fruit-slicing spree are bombs that appear among the fruits. Slicing a bomb triggers a penalty, pausing the game for the affected player for five seconds, during which a countdown is displayed on the screen.
Increasing Difficulty: As players continue to successfully slice fruits without hitting bombs, the game responds by increasing the speed and frequency of the fruits being thrown.
Competitive Play: The competitive aspect is central to Fruit Chop. Players are not only racing against the clock—with only one minute to accumulate their score—but are also directly competing against another player. The player with the highest score at the end of the minute wins the round and the wagered money, while the other player leaves with nothing.
Gameplay:
Starting the Game: Players begin by setting the amount of money they wish to wager. They can then choose to join a random game or create a lobby to play with a friend.
Game Mechanics: Once the game starts, fruits of various types and sizes are flung onto the screen. Players must slice these fruits by swiping their finge across them. Each fruit chopped adds points to the player’s score. Basic fruit slices earn players one point each, but slicing through multiple fruits in a single swipe triggers a combo bonus, yielding additional points
Avoiding Bombs: Complicating the fruit-slicing spree are bombs that appear among the fruits. Slicing a bomb triggers a penalty, pausing the game for the affected player for five seconds, during which a countdown is displayed on the screen.
Increasing Difficulty: As players continue to successfully slice fruits without hitting bombs, the game responds by increasing the speed and frequency of the fruits being thrown.
Competitive Play: The competitive aspect is central to Fruit Chop. Players are not only racing against the clock—with only one minute to accumulate their score—but are also directly competing against another player. The player with the highest score at the end of the minute wins the round and the wagered money, while the other player leaves with nothing.
Gameplay:
Starting the Game: Players begin by setting the amount of money they wish to wager. They can then choose to join a random game or create a lobby to play with a friend.
Game Mechanics: Once the game starts, fruits of various types and sizes are flung onto the screen. Players must slice these fruits by swiping their finge across them. Each fruit chopped adds points to the player’s score. Basic fruit slices earn players one point each, but slicing through multiple fruits in a single swipe triggers a combo bonus, yielding additional points
Avoiding Bombs: Complicating the fruit-slicing spree are bombs that appear among the fruits. Slicing a bomb triggers a penalty, pausing the game for the affected player for five seconds, during which a countdown is displayed on the screen.
Increasing Difficulty: As players continue to successfully slice fruits without hitting bombs, the game responds by increasing the speed and frequency of the fruits being thrown.
Competitive Play: The competitive aspect is central to Fruit Chop. Players are not only racing against the clock—with only one minute to accumulate their score—but are also directly competing against another player. The player with the highest score at the end of the minute wins the round and the wagered money, while the other player leaves with nothing.
Design and Development Process:
Ideation and Prototyping -
The ideation phase focused on developing a concept for a competitive multiplayer game that would appeal to both casual and serious gamers. We decided on a fruit-slicing mechanic, inspired by the popular game Fruit Ninja, as it provided the blend of simplicity and excitement necessary for wide appeal.
To give a kick start to the development process, I primarily focused on a simple game protoype which will spawn fruits and will allow players to slice though them.
Fruit Spawning involved calculating random spawn points within a predefined area and setting intervals between spawns that adjust dynamically as the game progresses. To maintain gameplay balance and increase difficulty over time, the frequency of fruits was programmed to increase. To test and refine this mechanic, I used placeholder objects (simple spheres from Unity's default assets) which were later replaced by detailed 3D models.
Design and Development Process:
Ideation and Prototyping -
The ideation phase focused on developing a concept for a competitive multiplayer game that would appeal to both casual and serious gamers. We decided on a fruit-slicing mechanic, inspired by the popular game Fruit Ninja, as it provided the blend of simplicity and excitement necessary for wide appeal.
To give a kick start to the development process, I primarily focused on a simple game protoype which will spawn fruits and will allow players to slice though them.
Fruit Spawning involved calculating random spawn points within a predefined area and setting intervals between spawns that adjust dynamically as the game progresses. To maintain gameplay balance and increase difficulty over time, the frequency of fruits was programmed to increase. To test and refine this mechanic, I used placeholder objects (simple spheres from Unity's default assets) which were later replaced by detailed 3D models.
Design and Development Process:
Ideation and Prototyping -
The ideation phase focused on developing a concept for a competitive multiplayer game that would appeal to both casual and serious gamers. We decided on a fruit-slicing mechanic, inspired by the popular game Fruit Ninja, as it provided the blend of simplicity and excitement necessary for wide appeal.
To give a kick start to the development process, I primarily focused on a simple game protoype which will spawn fruits and will allow players to slice though them.
Fruit Spawning involved calculating random spawn points within a predefined area and setting intervals between spawns that adjust dynamically as the game progresses. To maintain gameplay balance and increase difficulty over time, the frequency of fruits was programmed to increase. To test and refine this mechanic, I used placeholder objects (simple spheres from Unity's default assets) which were later replaced by detailed 3D models.
Design and Development Process:
Ideation and Prototyping -
The ideation phase focused on developing a concept for a competitive multiplayer game that would appeal to both casual and serious gamers. We decided on a fruit-slicing mechanic, inspired by the popular game Fruit Ninja, as it provided the blend of simplicity and excitement necessary for wide appeal.
To give a kick start to the development process, I primarily focused on a simple game protoype which will spawn fruits and will allow players to slice though them.
Fruit Spawning involved calculating random spawn points within a predefined area and setting intervals between spawns that adjust dynamically as the game progresses. To maintain gameplay balance and increase difficulty over time, the frequency of fruits was programmed to increase. To test and refine this mechanic, I used placeholder objects (simple spheres from Unity's default assets) which were later replaced by detailed 3D models.
Design and Development Process:
Ideation and Prototyping -
The ideation phase focused on developing a concept for a competitive multiplayer game that would appeal to both casual and serious gamers. We decided on a fruit-slicing mechanic, inspired by the popular game Fruit Ninja, as it provided the blend of simplicity and excitement necessary for wide appeal.
To give a kick start to the development process, I primarily focused on a simple game protoype which will spawn fruits and will allow players to slice though them.
Fruit Spawning involved calculating random spawn points within a predefined area and setting intervals between spawns that adjust dynamically as the game progresses. To maintain gameplay balance and increase difficulty over time, the frequency of fruits was programmed to increase. To test and refine this mechanic, I used placeholder objects (simple spheres from Unity's default assets) which were later replaced by detailed 3D models.
Design and Development Process:
Ideation and Prototyping -
The ideation phase focused on developing a concept for a competitive multiplayer game that would appeal to both casual and serious gamers. We decided on a fruit-slicing mechanic, inspired by the popular game Fruit Ninja, as it provided the blend of simplicity and excitement necessary for wide appeal.
To give a kick start to the development process, I primarily focused on a simple game protoype which will spawn fruits and will allow players to slice though them.
Fruit Spawning involved calculating random spawn points within a predefined area and setting intervals between spawns that adjust dynamically as the game progresses. To maintain gameplay balance and increase difficulty over time, the frequency of fruits was programmed to increase. To test and refine this mechanic, I used placeholder objects (simple spheres from Unity's default assets) which were later replaced by detailed 3D models.
Game Loop Development-
Here the game loop contains various elements beyond fruit spawning and blade slicing to create a complete gaming experience. These components include score management, game timing, and immersive game feel features like particle systems, audio effects, and camera manipulations etc.
At the start of each session, the game is initialized by setting initial values for the timer, resetting the score, and preparing the gameplay area. This involves activating spawners that generate fruits and bombs at particular intervals and speeds, which adjusts dynamically as the game progresses to increase difficulty.
A continuous update method runs each frame to check the game’s status. This method counts down the game timer and updates the score based on player actions. If the timer reaches zero, it triggers the end-game logic.
Throughout the game, visual feedback is provided by particle systems and animations that respond to player actions, such as fruit splatters when fruits are sliced and explosions when bombs are hit.
Game Loop Development-
Here the game loop contains various elements beyond fruit spawning and blade slicing to create a complete gaming experience. These components include score management, game timing, and immersive game feel features like particle systems, audio effects, and camera manipulations etc.
At the start of each session, the game is initialized by setting initial values for the timer, resetting the score, and preparing the gameplay area. This involves activating spawners that generate fruits and bombs at particular intervals and speeds, which adjusts dynamically as the game progresses to increase difficulty.
A continuous update method runs each frame to check the game’s status. This method counts down the game timer and updates the score based on player actions. If the timer reaches zero, it triggers the end-game logic.
Throughout the game, visual feedback is provided by particle systems and animations that respond to player actions, such as fruit splatters when fruits are sliced and explosions when bombs are hit.
Game Loop Development-
Here the game loop contains various elements beyond fruit spawning and blade slicing to create a complete gaming experience. These components include score management, game timing, and immersive game feel features like particle systems, audio effects, and camera manipulations etc.
At the start of each session, the game is initialized by setting initial values for the timer, resetting the score, and preparing the gameplay area. This involves activating spawners that generate fruits and bombs at particular intervals and speeds, which adjusts dynamically as the game progresses to increase difficulty.
A continuous update method runs each frame to check the game’s status. This method counts down the game timer and updates the score based on player actions. If the timer reaches zero, it triggers the end-game logic.
Throughout the game, visual feedback is provided by particle systems and animations that respond to player actions, such as fruit splatters when fruits are sliced and explosions when bombs are hit.
Game Loop Development-
Here the game loop contains various elements beyond fruit spawning and blade slicing to create a complete gaming experience. These components include score management, game timing, and immersive game feel features like particle systems, audio effects, and camera manipulations etc.
At the start of each session, the game is initialized by setting initial values for the timer, resetting the score, and preparing the gameplay area. This involves activating spawners that generate fruits and bombs at particular intervals and speeds, which adjusts dynamically as the game progresses to increase difficulty.
A continuous update method runs each frame to check the game’s status. This method counts down the game timer and updates the score based on player actions. If the timer reaches zero, it triggers the end-game logic.
Throughout the game, visual feedback is provided by particle systems and animations that respond to player actions, such as fruit splatters when fruits are sliced and explosions when bombs are hit.
Game Loop Development-
Here the game loop contains various elements beyond fruit spawning and blade slicing to create a complete gaming experience. These components include score management, game timing, and immersive game feel features like particle systems, audio effects, and camera manipulations etc.
At the start of each session, the game is initialized by setting initial values for the timer, resetting the score, and preparing the gameplay area. This involves activating spawners that generate fruits and bombs at particular intervals and speeds, which adjusts dynamically as the game progresses to increase difficulty.
A continuous update method runs each frame to check the game’s status. This method counts down the game timer and updates the score based on player actions. If the timer reaches zero, it triggers the end-game logic.
Throughout the game, visual feedback is provided by particle systems and animations that respond to player actions, such as fruit splatters when fruits are sliced and explosions when bombs are hit.
Game Loop Development-
Here the game loop contains various elements beyond fruit spawning and blade slicing to create a complete gaming experience. These components include score management, game timing, and immersive game feel features like particle systems, audio effects, and camera manipulations etc.
At the start of each session, the game is initialized by setting initial values for the timer, resetting the score, and preparing the gameplay area. This involves activating spawners that generate fruits and bombs at particular intervals and speeds, which adjusts dynamically as the game progresses to increase difficulty.
A continuous update method runs each frame to check the game’s status. This method counts down the game timer and updates the score based on player actions. If the timer reaches zero, it triggers the end-game logic.
Throughout the game, visual feedback is provided by particle systems and animations that respond to player actions, such as fruit splatters when fruits are sliced and explosions when bombs are hit.
For the blade slicing mechanism, it was required to implement a system that detects swift, dragging motions across the screen, translating these into slicing actions within the game. Key to this was ensuring that the motion was fluid and that the game accurately registered both the start and end points of each slice, as well as the path taken by the player's input.
The game captures and processes player input to simulate the blade's path via a TrailRenderer, which visually represents the swipe across the screen. An attached collider detects collisions with fruit objects, and if the movement speed exceeds a certain threshold, it triggers a slicing action.
For the blade slicing mechanism, it was required to implement a system that detects swift, dragging motions across the screen, translating these into slicing actions within the game. Key to this was ensuring that the motion was fluid and that the game accurately registered both the start and end points of each slice, as well as the path taken by the player's input.
The game captures and processes player input to simulate the blade's path via a TrailRenderer, which visually represents the swipe across the screen. An attached collider detects collisions with fruit objects, and if the movement speed exceeds a certain threshold, it triggers a slicing action.
For the blade slicing mechanism, it was required to implement a system that detects swift, dragging motions across the screen, translating these into slicing actions within the game. Key to this was ensuring that the motion was fluid and that the game accurately registered both the start and end points of each slice, as well as the path taken by the player's input.
The game captures and processes player input to simulate the blade's path via a TrailRenderer, which visually represents the swipe across the screen. An attached collider detects collisions with fruit objects, and if the movement speed exceeds a certain threshold, it triggers a slicing action.
For the blade slicing mechanism, it was required to implement a system that detects swift, dragging motions across the screen, translating these into slicing actions within the game. Key to this was ensuring that the motion was fluid and that the game accurately registered both the start and end points of each slice, as well as the path taken by the player's input.
The game captures and processes player input to simulate the blade's path via a TrailRenderer, which visually represents the swipe across the screen. An attached collider detects collisions with fruit objects, and if the movement speed exceeds a certain threshold, it triggers a slicing action.
For the blade slicing mechanism, it was required to implement a system that detects swift, dragging motions across the screen, translating these into slicing actions within the game. Key to this was ensuring that the motion was fluid and that the game accurately registered both the start and end points of each slice, as well as the path taken by the player's input.
The game captures and processes player input to simulate the blade's path via a TrailRenderer, which visually represents the swipe across the screen. An attached collider detects collisions with fruit objects, and if the movement speed exceeds a certain threshold, it triggers a slicing action.
For the blade slicing mechanism, it was required to implement a system that detects swift, dragging motions across the screen, translating these into slicing actions within the game. Key to this was ensuring that the motion was fluid and that the game accurately registered both the start and end points of each slice, as well as the path taken by the player's input.
The game captures and processes player input to simulate the blade's path via a TrailRenderer, which visually represents the swipe across the screen. An attached collider detects collisions with fruit objects, and if the movement speed exceeds a certain threshold, it triggers a slicing action.
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