Smartphone Game: Angry Fruit (2014)

Game Playtesting Video

Overview

AngryFruit (果子怒了) is a matching puzzle game for smartphones, the goal of which is to unlock the next level by reaching a target score with a limited time. Each level has a game board filled with different kinds of fruit patterns like apples and coconuts. The basic move of this game is horizontally or vertically matching the fruit patterns, at least three same fruit patterns, which will be eliminated from the game board with certain score increasing to be achieved based on how many fruit patterns are eliminated at a time.

Role

  • Programming
  • Visual Effects
  • UI Design

Skills

  • MonoDevelop (C# Script Programming)
  • Unity 3D Skills
  • Researching skills
  • Ideation skills

Concept

The primary mechanic is to eliminate fruit patterns as much as possible to reach a target score and pass each level within limited time. To speed up score increasing, players need to borrow the power of different tools like bombs, stars and clocks, etc.

Ideation

I was inspired by a very successful matching game namely Candy Crush Saga. But in my game, I created the game tension through designing a timer and items for giving extra time count. Players would have a sense of achievement when they have the challenges addressed. I also designed a random item system including different types of bombs; time adding items, and double score item, etc. In the process of completing this work, my skills in Photoshop, Unity 3D and C# have been fully showcased.

Programming User Interface

UI design image
I designed the user interface panels and labels outside the game world as hidden interface and created an extra camera for it. When players open the interface in game, this user interface will be called and popped up to the game world, and the run time game is paused. This programming design makes different game elements organized and clear.

Programming Visual Effects

visual effects image
I created prefabs of visual effects and called them in programming. Prefabs are combos of different small pieces in game; such as this collision effect prefab includes all attributes about the collision. I used programming to call this effect when the case should show the collision effect, which will save the loading time and reduce repetitions for writing the similar chunk of codes.

C# scripts attached

scripts attached image 2
I attached different scripts for each game component respectively, such as level manager, fruit manager and network scripts. So these scripts control different functions separately with no conflict with one another.