logo
Silver Island RPG You wake up in your cabin in Silver Island's main town, searching for your penguin pal, Aminah. You play as Mochi, a cat who travels to the most distant places in the world. This story takes place in the depths of Antarctica, and your goal is to find your friend with the help of the other penguins. Do you think you've got what it takes to find Aminah?
Team Size: Solo Solo
Duration: 5 Months 5 Months
Role: Game Developer Game Developer
Developed In Unity Engine Unity Engine
itch.io
MY CONTRIBUTIONS
Develop Mochi, the
image image
character you play as
image image
For the player character, I had to develop both the functionality and the art assets. I not only created basic functions such as walking, interacting, attacking, but I also implemented systems like health and economy that have their own scripts. All of the systems had different scripts that were attached to the player. I also created walk and idle animations using Aseprite and implemented them using a state machine.
Mochi In-Game Mochi In-Game
Part of the Player Script
Part of the Player Script
Develop the Slime Enemy
image image
In creating a challenge, I went for an enemy that presents a threat to the player without causing repeated deaths. The slime enemy, designed with 2 health points, only does damage when the player gets too close. The script includes functions for tracking the player, triggering an attack on collision, and initiating an on death function that randomly spawns a coin, heart, or nothing.
Slime In-Game Slime In-Game
Part of the Slime Script
Part of the Slime Script
Develop the
image image
penguin locals (NPCs)
image image
I thoroughly enjoyed the creative process of designing penguin NPCs, each having unique sprites and dialogues, serving as guides for the player's journey. To implement them efficiently, I used a parent NPC script from which I created children scripts with individual settings. The parent script handled core functionalities like interaction, displaying the dialogue box, and assigning quests, while the children scripts incorporated specific elements such as sprites, dialogues, and quests for each NPC.
Penguin Quest In-Game Penguin Quest In-Game
Develop a Quest &
image image
Dialogue System
image image
This was really fun for me because I got to create missions encouraging players to venture out and explore. Each system has its dedicated scripts and UI. The dialogue box features the NPC's name and picture, so the player can get familiar with the locals. However, since I was a beginner at the time, the system was not entirely modular and had bits of hardcoding.
Part of the Quest System
Part of the Quest System
Develop the User Interface
image image
I maintained a straightforward UI design, including the main and pause menus, the HUD, win and lose screens, and the end screen. This setup ensures that players receive essential information during the game and can easily pause or end a session at any time. Scenes with buttons were used to construct the UI menus. Looking back, it is very simplistic, which works for this kind of project, but could have been more consistent.
Create a Level
image image
I had a lot of freedom when creating the level and with no prior experience, there was a lot of trial and error. My vision for the Silver Island consisted  of multiple points of interest, including the village and its extension, igloos, the house at the final objective, and a non-goal-oriented lookout point. I utilized tiled assets to arrange these areas, while the houses and background were crafted by hand.
Level Sketch vs Level In-Game
Create Pixel Art Assets
image image
Using Aseprite, I created a multitude of environmental assets (background, houses, paths) and characters (NPCs and player). I immersed myself in pixel art tutorials and references, so I could learn the techniques that allowed me to create most of the game's art assets.
Create a Story
image image
The story was created early on but went through several iterations. I aimed to incorporate a sense of mystery, with one of the main character's friends going missing, providing the player with a clear goal at the beginning of the game. This setup encourages players to complete quests that drive them to explore and advance the narrative. Dialogue writing took place later in development, and I made several adjustments based on playtesting to ensure that players receive sufficient information about the ongoing quest.
Achievements
image image
My primary accomplishment was developing this game within approximately 5 months, despite lacking prior experience except for a few courses on C# and Unity Basics. I take immense pride in this achievement as it signified my start into game development. Despite encountering many challenges, such as bugs and implementation errors leading to project breakdowns, I consistently overcame these obstacles and persisted in the development process. The successful implementation of the quest and dialogue system marked one of my most significant accomplishments, as it was a complex script that played a key role in the project.