Posts

Showing posts from October, 2025

Class 7

Image
PopularPunch Game Concept Concept PopularPunch  is a simple two-player Unity boxing game. Each round, both players type a person’s name . The game checks each name’s real-time popularity using an online data source (such as NewsAPI or Wikipedia Pageviews). The player whose chosen name is more popular throws a stronger punch and earns more score. After five rounds , the total score determines the winner. Input The game uses one type of real-world input: Person Name (typed by each player every round) The game queries an API to get the current popularity value of that name (e.g., number of news mentions in the last hour or pageviews in the last day). This popularity value becomes the numerical basis for the punch. Input = Player’s chosen person name → Real-time popularity number Output The game transforms the popularity value into gameplay results: Punch Power Higher popularity → stronger punch animation and sound Lower popularity → weaker punch The stronger punch d...

Class 6

Image
I mainly practiced the character modeling workflow. I first tried using Meshy to generate a character model and bind the skeleton, but the material looked rough and the animations caused noticeable clipping. After that, I switched to some higher-quality free models, rigged and animated them in Mixamo, and then imported them into Unity for testing. Overall, the results were much more stable than the AI-generated model. Meshy

Class 3 & 5

Image
 Morning Rush – The Subway Survival Concept The player must reach the subway entrance within a limited time while avoiding the morning crowd. Every collision with a commuter costs a small amount of energy . If time runs out or energy reaches zero , the player fails. Reaching the subway gate before either happens means success. Inspired by real experiences of rushing for the morning train. Gameplay Goal: Move from the starting point to the subway gate within the time limit. Time limit: 30 seconds (UI countdown). Energy system: Start with 100. Each collision with a crowd member –5. Victory: Touch the gate trigger before time is up. Failure: Energy ≤ 0 or time ≤ 0.