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Best Dressed

Technologies Used :

Unity, C#

 


 

Produced by Sumdog


While working at Konglomerate Games

Link to Konglomerate Games: https://konglomerate.games/

 

What is the project about?


Sumdog briefed us on creating an appealing and engaging dressing-up-based game that would test students on their maths skills by intertwining questions with the gameplay.


'Best Dressed' is a dressing game which includes the Sumdog avatars. Players are tasked to pick out the best or worst clothing items based on particular themes and apply items to themselves or other players to win the game.


UI - Clothes picker and applier


Having been given access to Sumdog's clothing gallery, I started by setting up a system to organise and display each piece. Each clothing item was made into a scriptable object that held variables, the first being whether they were in the game mode, and the second being the point value that the player would receive for said item. Once this was handled, it was a case of ensuring a fair mix of high and low-scoring clothing pieces were displayed each time.


After creating this system, I was able to focus on creating the drag-and-drop element where, when clicking the UI, the clothing item information would be passed to a prefab that would update which clothing item was shown and would follow the mouse accordingly.


This is when we are also able to check what is behind the mouse; if it is the player or other opponents, you can apply the chosen piece of clothing, otherwise, the item will be dropped back into the clothing gallery. Here is when the point system is triggered and the amount of points the item of clothing is worth will appear on top of the player it was applied to [shown by a small tween that expands the text].


The points bar in the bottom left of the screen will update to show what each piece of clothing the player is currently wearing totals to.


Theme changer


When creating the theme changer, it was pivotal to keep the multiplayer aspect in mind. My solution to this was that once all the players had joined, the changer would jumble all themes into a random order. An RPC (Remote Procedure Call) message would then let the other players know the order of the themes. This meant that all players had the same theme and score amounts for each clothing piece each round. This means there is always simultaneous gameplay between each player.


After that, it was a case of enabling the new theme when ready to do so.


 

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