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Final Group Project of Game Development

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0% found this document useful (0 votes)
419 views30 pages

Final Group Project of Game Development

Uploaded by

Minshu Dubey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SINI’S REVENGE,

(Game Development)
In partial fulfillment of the requirements for the award of the degree of Bachelor of Computer
Application

Submitted By:
1. Minshu Kumar (A4530482281)
2. Himanshu Dubey (A4530482280)
3. Piyush Prakhar (A4530482268)

Submitted To : Amity Institute of Information Technology

Under Guidance of:


Academic Guide Industrial Guide:
Prof. Abhinav Sahay Shivam Sharma
Aakarash Aanand Sinha

1
CERTIFICATE OF ORIGINALITY

This is to certify that the project report entitled “Sini’s Revenge”

submitted to Amity Institute of Information Technology, Amity University, Patna in

partial fulfillment of the requirement for the award of the degree of

BACHELOR OF COMPUTER APPLICATIONS (BCA),

is an authentic and original work carried out by the following students under my supervision:-

1. Minshu Kumar (A45304822081)


2. Himanshu Dubey (A45304822080)
3. Piyush Prakhar (A45304822068)

The matter embodied in this project work has not been submitted earlier for award of any degree or
diploma to the best of my knowledge and belief

……………………………………..
(Signature of the guide)
Date……………………………
Name………………………….
Designation…………………

2
GUIDE’s CERTIFICATE

This is to certify that the project entitled “Sini’s Revenge”

submitted to Amity Institute of Information Technology, Amity University, Patna in

partial fulfillment of the requirement for the award of the degree of

BACHELOR OF COMPUTER APPLICATIONS (BCA),

is an authentic and original work carried out by the following students under my supervision:-

1. Minshu Kumar (A45304822081)


2. Himanshu Dubey (A45304822080)
3. Piyush Prakhar (A45304822068)

……………………………………..
(Signature of the guide)
Date……………………………
Name………………………….
Designation…………………

3
CERTIFICATE OF TRAINING

HIMANSHU DUBEY (080) MINSHU KUMAR (081)

PIYUSH PRAKHAR (068)

4
DECLARATION

We hereby declare that the project report entitled “SINI’S REVENGE” submitted to
Amity Institute of Information Technology, Amity University, Patna in partial
fulfilment of the requirement for the award for the degree of BACHELOR OF
COMPUTER APPLICATIONS (BCA) , is an authentic and original work carried out by
us, under the supervision of our guide Mr. Abhinav Sahay. The matter embodied in
this project is a genuine work done by us and has not been submitted whether to
this institute or to any other University / Institute for the fulfilment of the
requirements of any course of study.

We have used materials from other sources or have quoted written materials, We
have given due credit to them by giving their details in the references section.

S.no Name Role


1 Minshu Kumar Level-1 Graphics and UI
2 Himanshu Dubey Level-1 Sound and arts
3 Piyush Prakhar Levcel-1 Logics and Coding

5
ACKNOWLEDGEMENT

This project being an enormous piece of work happens to be the outcome of time, hard
work, and patience of a multitude and was unfeasible to accomplish single-handedly it. I
feel and express our gratitude to AMITY UNIVERSITY, PATNA for giving me a strong
foundation and infinite opportunities to harness our/my skills. This esteemed institute,
under the proficientadministration of Respected VC sir Dr. Vivekanand Pandey has been
providing a nurturing environment to all its disciples for growing.

I took on this task with assurance coming from our HOD Dr. Rashmi Shekhar and the
unremitting guidance and support of my mentor Prof. Abhinav Sahay. Their direction and
tutorial skills were the stimuli behind the completion of this project. I thank all the faculty
members of the AIIT Department for entrusting me with my potential.

Our parents, being the source of inspiration and encouragement all the time deserve our/my
indebtedness. I/we must mention our/ my friends and family who stood there as a
backbone.

Name Enrollment no. Sign

Minshu Kumar A45304822081

Himanshu Dubey A45304822080

Piyush Prakhar A45304822068

Date: ….………………

6
TABLE OF CONTENTS

Serial No. Particulars Page No.

1 Abstract 8

2 Introduction, Objective, Equipment required, Game brief and 9


Narrative brief
3 10
Game plays
4 Game world 11

5 Graphics and UI 12

6 Components of the Game 14

7 All assets 16

8 Requirement analysysis game mechanisms (details) 19

9 Game mechanisms (Details) 21

10 After winning picture Source code 22

11 Source code 26

12 Conclusion 27

13 Limitation 28

14 Future Scope 29

15 Refrences 30

7
ABSTRACT

Title: Sini’s Revenge

Statement about the Problem:


The problem this project addresses is to create an engaging car racing game with a unique narrative and
gameplay that combines coin collection, obstacle avoidance, and a revenge plot.

Why is the particular topic chosen?


The chosen topic aims to create an exciting and immersive gaming experience that goes beyond traditional
racing games by incorporating a captivating story and various game mechanics.

Objective and scope of the Project:


The objective of this project is to develop a three-level car racing game where players control a car to collect
coins, avoid obstacles, and seek revenge on a rival racer. The game will have 3D graphics, sound effects,
and user-friendly interface elements.

Methodology (including a summary of the project):


The project will be developed using Unity game engine and C# scripting. It will consist of three levels: in the
first level, players collect coins and avoid obstacles, in the second level, they help separated boys, and in
the third level, they leave the boys at their homes and pay collected coins. The game will feature a score
system, speed boosters, and realistic graphics.

Hardware & Software to be used:


Hardware: A PC or laptop with a keyboard and mouse for gameplay.
Software: Unity game engine for development.

Testing Technologies used:


Testing will be performed using Unity's built-in testing features to ensure gameplay, collision detection, and
mechanics are working as intended.

What contribution would the project make?


This project contributes to the gaming industry by offering a unique car racing game with an engaging
narrative, providing players with an exciting experience that combines racing, obstacle avoidance, and a
revenge plot, all in one game.

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Introduction: -
In this game, Sini is a player who has been reborn in a middle-class family. He has a car, and he came to
know about a game race in which he can get the chance to win a large cash prize. So, he decided, to participate
in that race with his car.

Objective: -
The main objective of the game is to win the car races and advance through different levels while completing side
quests for revenge. The goal is for revenge on his king in this 2 nd car racing championship.

Equipment Required: -

• A computer, laptop, or PC to run the game.


• Input devices like a keyboard to control the Car's movement .

GAME BRIEF: -

My Game Theme is Car Racing with Points Collection Within a Given time interval.
In this game, I have created 3 levels.
In 1st level - the first task is to start the car and collect the coins within a given time if all coins are collected then the
car is moved to level 2.
and 2nd level - the player's task is to pick up any component to its source and then move to level 3.
and 3rd level - the player task is which component used to pick up in level 2 that component moves into its destination.

NARRATIVE BRIEF: -

Once upon a time there lived a king and one of his subjects was very pious, that person was murdered by one of the
king's soldiers, and that person was reborn into a middle-class family whose name is Sini, he has a car and he came to
know from somewhere that a game of car racing is going on, so he also decided to participate in the car race as he was
also passionate about racing. He participates in the race and wins it. He remembered some of the memory of his
previous life, and the face of that person who has killed was known to him.
Sini finds detailed information about that guy, and he came to know that he is an experienced car racer who is going
to participate in a new car race.
Sini gets the chance to take revenge on that guy. Hence, he participated in another race and killed that guy after
winning that race.

9
GAMEPLAYS: -

2.1 OVERVIEW:

Gameplay will be created using a Keyboard and Mouse as the game will be built for pc use,
so, the keyboard function in this game to play game is to turn right to press the up arrow with the right arrow key.
and turn left to press the up-arrow key with the left arrow key and move forward to press the up-arrow key and
move backward to press the down arrow key.

2.2 LAYOUT:

Figure 1-Playing key

a) Yellow box = Move forward:-


With the help of up arrow key and also w key we can move a car in a forward direction.

b) Green box = Move backward:-


With the help of down arrow key and also s key we can move a car in a backward
direction.

c) Orange line = Turn right:


With the help of combinations of keys and arrow keys we can turn right with the help of
up arrow key with right arrow key or w key with d key.

d) Pink line = Turn left:-


Also same for turn left using both of keys and arrowkeys as like using up arrow key
with left arrow key or s key with a key we can move a car in a left direction.

10
GAME WORLD: -

Figure 2-OverView of Level 1

• The first level of the game is set in a bustling urban environment with streets, buildings,
and cityscapes.
• Players navigate their car through a city filled with skyscrapers, parks, and lakes, creating a
lively and dynamic atmosphere.
• The roads are lined with zebra crossings and sidewalks, adding to the realism of the city
setting.
• Players must collect coins scattered throughout the city streets while avoiding obstacles
like wooden tree trunks

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GRAPHICS/ART S TYLE/SOUND DESIGN: -

In this game, I have created 3 levels. I have used graphics in 1st level to show greenery areas, buildings, lakes, and trees.

Figure 3-Game View of level1

4.1 Game Start UI: -

Figure 4-Game Start UI

12
Component of the Game: -
1.) 1st Level
5.1 Main Characters of this Game:

1.) CAR –

Figure 5-Main Character

❖ This is Car it is a main component of the game.


❖ It is used to collect coins.
❖ Its motive is to pick up the homeless boys and leave their house .

2.) COINS-

Figure 6-Coins

❖ It is the 2nd main object of this game.


❖ Its Skill is collectible.
❖ It is collected by a car.
❖ These coins are converted into money and help the homeless boys.
❖ When the Player collects these coins, the score is increased.

13
3.) OBSTACLES-

Figure 7-Obstacles in the game

❖ This is 3rd one main component of this game when the car moves onward to a path the suddenly comes against the car. When a car is
collied to this then the score has been decreased.
❖ This is the barrier for homeless boys.

4.) Sini (This is invisible in the game)-


All Description About this Character is mentioned Below:

❖ This is the 2nd main character of this game,


❖ Its motive is to Drive the car, collect the coins with the help of the car, and wins the game.
❖ in 1st level after winning the game he moves to level 2 Here Sini's task is to pick up the boy who has separated
from his family so, Sini's work is separately leaving the boys to his house.
❖ and boy needs some coins to save his family in 1st level Sini also collects coins then he safely leaves for his
destination.

5.2) Texture Use in the Game:-

➢ Grass Texture
➢ Mountain Texture
➢ Water Texture
➢ Texture of Zebra Crossing
➢ Coins Texture

14
All Assets:-

1 WOODLAND (Unity Store): This is Asset is used for Bridges, trees…. etc.
2 COLOURCITY (Unity Store): This asset is used for different types of buildings in our 1 st level game.

Figure 8-Asset 1 Figure 9- Asset 2

3 PROMETED Car-Controller (Unity Store): This asset is used for the main player as a car.

Figure 8 - Asset 3

4 FREE DIMENSIONFORGE (Unity Store): This asset is also used for trees, grass, and different types of I have used
from this asset

Figure 9- Asset 4

15
5 SIMPLE NATURE PACK (Unity Store): This asset is used for different types of rocks and mountains in our game .

Figure 10-Asset 5

6 BOXPHOBIC (Unity Store)

Figure 11 Asset 6

7 TREES_WORLDSPACE (Unity Store): This asset is used for only colourful trees in our 1st level game.

Figure 12- Asset 7

16
REQUIREMENT ANALYSIS:-

UNITY ENGINE:

• Unity is a popular and versatile game development engine that is widely used in the video game
industry.
• It provides a powerful and flexible platform for creating 2D and 3D games for a variety of platforms,
including PC, mobile devices, consoles, and virtual reality.
• Unity is known for its user-friendly interface, extensive asset store, and strong community support.

C#:

1. C# is a powerful and modern programming language developed by Microsoft.


2. It is widely used in game development, particularly with the Unity game engine.
3. C# offers a balance between high-level abstraction and low-level control, making it suitable for
a wide range of applications.
4. In Unity, C# is the primary scripting language used for creating game logic, controlling game
objects, and implementing gameplay features.
5. Developers use C# to write scripts that define how the game behaves, handles user input,
manages assets, and interacts with the game world.

ADVANTAGES OF C# OVER JS IN UNITY:

1. Ease of Learning and Use: C# is known for its relatively straightforward syntax, making it accessible for both
beginners and experienced developers. Unity's user-friendly interface and C# scripting make it easier for
game developers to create and manage game logic.
2. Strongly Typed Language: C# is a strongly typed language, which means that it enforces type safety,
reducing the chances of runtime errors and providing more predictable behavior in your code.
3. Unity Integration: Unity was designed with C# in mind, and it has a well-integrated scripting API. This tight
integration allows C# scripts to interact seamlessly with Unity components and objects, simplifying game
development.
4. Productivity: C# provides features like automatic memory management through garbage collection and
powerful libraries. This enables developers to focus on game logic and features rather than low-level
memory management.
5. Object-Oriented: C# is an object-oriented language, which aligns well with the component-based
architecture of Unity. You can easily create reusable and modular scripts for game objects, enhancing code
organization and maintainability.

17
PREPARING YOUR UNITY PROJECT FOR BUILDING IN WINDOWS:-

We need to come to unity and switch platform so that we can build our game for unity The project
should be user friendly interface.

Within Unity, Open the Built settings from the Unity (File>Built Settings).

Highlight Windows from the list of the platform on the left and choose switch platform at the bottom of
the window.

18
FUNCTIONAL REQUIREMENT:

• Physics:
✓ Car Movement Physics: The game simulates realistic car physics, including acceleration,
deceleration, turning, and handling, ensuring the car responds accurately to player input.
✓ Obstacle Collisions: Physics govern how the car interacts with obstacles like wooden tree
trunks, calculating collision forces for realistic impact and reaction.
✓ Coin Collection: Physics are applied to coin collection, managing forces and animations
to simulate the interaction between the car and collected coins.
✓ Speed Boosting: The physics engine controls speed boost mechanics, altering the car's
acceleration and top speed when the player activates it.
✓ Environmental Physics: The game world features physics elements like gravity, terrain
friction, and collision detection for realistic car behavior.
✓ Rigidbody Components: Unity's Rigidbody components enable realistic movement and
collision responses for the car and other game objects.

• User Interface
✓ Main Menu: Start game, settings, high scores.
✓ In-Game HUD: Real-time score, coins, and time.
✓ Pause Menu: Resume, main menu, settings, save/load.
✓ Game Over Screen: Final score and restart options.
✓ Level Progression: Indicators for level and objectives.
✓ Settings and Options: Customization (sound, graphics).
✓ High Scores & Achievements: Leaderboard and achievements.
✓ On-Screen Prompts: Controls and power-up hints.
✓ Visual and Audio Enhancements: Aesthetics and sound effects.
o
• Graphics – In the graphics I have used many assets to make its attractful.
• Camera – The camera will be follow the car movement because camera is align to view with car.

SOFTWARE REQUIREMENTS:
• WINDOWS 7 OR HIGHER(With best graphics card)
• UNITY 5.4 OR LATest version of unity

• VISUAL STUDIO or IDE.

• Internet Connections

19
Game Mechanics: -
1. Player Control:

• The player controls a Car using input from a keyboard, mouse, or touch controls (depending on
the platform).

2. Coin Collection:

• Coins are scattered throughout the game environment, and the player's goal is to collect them by
moving the Car over them.

3. Obstacles:

• There is one obstacle placed in the road, such as Woodland tree trunks.

• If the player (Car) collides with an obstacle, the player's score is decreased.

4. Score System:

• Each coin collected adds points to the player's score.

• The score is continually updated during the gameplay and displayed on the screen.

5. Speed Booster:

• It is the most interesting thing in our game if the player (Car) Collects 5 coins.

• then speed is increased for 5s after that cooldown and runs normally.

6. Level Design: -

I have created 3 levels in this game: -

✓ 1st level: -

• At first, I designed the level at which a player collects the coins, and the score is increased.
• If the player collided with any obstacles, the Score decreased.
• The player collects all the coins in the given time interval and moves to the next level
Otherwise restart the game or quit the game.

✓ 2nd Level: -
• Also, in this level all functionality of Level 1 is present here.

• In This level, I have designed, Sini (Driver) to help homeless boys.


• After winning 1st level he moves to 2nd level in this level Sini’s mission is to search the
location of separated boys
• And 2nd task is to pick up the separated boy.
• If Sini does not search for a separated boy in the given time interval, then lost the game
otherwise restart the game.

20
✓ 3rd Level: -
• Also, in this level all functionality of Level 1 is present here.
▪ In this level Sini’s motive is to pay some coins (which are collected in 1st and 2nd levels) to
the separated boy.
▪ And leave separately to his family safely.

7. Graphics and Audio:

• The game may feature simple 3D graphics with colourful visuals.

• Sound effects and background music enhance the gaming experience.

8. User Interface:

• The game includes a user interface with buttons for starting the game, accessing settings, and
viewing high scores.

9. Game Over and Restart:

• When the player's Car collides with an obstacle, the game displays a "Game Over" screen.

• The player can then choose to restart the game or return to the main menu.

Creating the Car Racing Game in Unity involves using the Unity game engine, scripting in C# for game mechanics,
setting up 3D physics, and creating the game's art and assets.

The game can be extended and customized with additional features, such as power-ups, different tasks, level
selection, and more, depending on the complexity and creativity of the development team.

10. Game Process: -

I have created 3 levels-

▪ Gaming Process of 1st level: -

o Start the Game


o Car collects the coins, and the score increased.
o if 5 coins are collected the car speed boosts up for 5s after boosting up they cool down and run normally.
o If the car collided with any obstacles the score has been decreased and the game is over.

▪ Gaming process of 2nd Level: -

o In the first level all processes are done in also in the 2 nd level but some extra activity in this level
o Sini (Driver) Search the separated boy with the help of a Car.
o After Searching for the boy, Sini picks up the boy.

▪ Gaming process of 3rd level: -


o In the first level all processes are done in also in the 2 nd level but some extra activity also in this level.
o Sini leaves the boy at his house and pays collected coins in 1st level and 2nd levels.

21
Winning Picture after finishing level 1: -

Figure 13- After winning game

Figure 14- After winning UI

22
Uses Of Scripts And Why Uses:-

1. FOR THE PLAYER CONTROLLER:-

The "PlayerCtrl2" script is used to control the player's car in your game. It handles the car's
movement, steering, and collision with pick-up items to increase the player's score. When
the player collects a set number of items (14 in this case), the script triggers a win condition
by loading the "win" scene.

2. SCENE CHANGER SCRIPT:-

The "scriptloader" script is used to change scenes in your game. When a specific event or
condition is met, the changeScene function is called, which loads the "4th Game" scene. This
script is essential for managing scene transitions in your game.

3. coins rotation and increase script:-

The "scriptloader" script is used to handle collision events in your game. When the player's
car collides with objects tagged as "pick," this script deactivates the object, increases the
player's score, and checks if the score reaches 14. If the score is 14, it triggers a scene
change, likely leading to a win or completion scene in your game.

23
All Source codes:-

1 Player Controller:-

using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
// using UnityEngine.InputSystem;
using UnityEngine;
using System.Security.Cryptography;
using System.Threading;
using TMPro;
using UnityEngine.SceneManagement;

public class PlayerCtrl2 : MonoBehaviour


{
public float speed = 20.0f;

public float turnspeed = 45.0f;

private float horizontalInput;

private float verticalInput;

private Vector3 lastPosition;

private int Count = 0;

public TextMeshProUGUI CountText;

void SetCountText()
{
CountText.text = "Score : " + Count;

// Update is called once per frame


void Update()
{
horizontalInput = Input.GetAxis("Horizontal");

24
verticalInput = Input.GetAxis("Vertical");
lastPosition = transform.position;
transform.Translate(Vector3.forward * Time.deltaTime * speed * verticalInput);

if (transform.position.z != lastPosition.z)
{
transform.Rotate(Vector3.up, Time.deltaTime * turnspeed * horizontalInput);
}
}

private void OnTriggerEnter(Collider other)


{
if (other.gameObject.CompareTag("pick"))
{
other.gameObject.SetActive(false);
Count = Count + 1;
SetCountText();
}

if (Count == 14)
{
SceneManager.LoadScene("win");
}
}

2 SCENE CHANGER SCRIPT:-

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class scriptloader : MonoBehaviour
{
public void changeScene()
{
SceneManager.LoadScene("4th Game");

25
}
}

3 coins rotation and increase script:-

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class scriptloader : MonoBehaviour


{
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("pick"))
{
other.gameObject.SetActive(false);
Count = Count + 1;
SetCountText();
}

if (Count == 14)
{
SceneManager.LoadScene("win");
}
}
}

26
CONCLUSION

In conclusion, the game's narrative revolves around the protagonist, Sini, who embarks on a journey of

revenge after being reborn in a middle-class family. As he enters the world of car racing, the game takes
players through three exciting levels, each with its unique challenges and objectives. Sini's ultimate goal is
to avenge the death of a pious subject in his previous life by defeating an experienced car racer.

The game combines the thrill of car racing with the pursuit of justice, offering an engaging and immersive

gaming experience. As Sini progresses through the levels, players must collect points, navigate obstacles,
and complete side quests. This narrative-driven gameplay adds depth and motivation to the racing

adventure.

The story of Sini's transformation from an ordinary individual into a skilled racer seeking revenge adds a

compelling layer to the game's theme. Players can experience the excitement of racing while uncovering

the mysteries of Sini's past and fulfilling his quest for retribution.

27
LIMITATIONS

1. Complexity vs. Accessibility: The game's narrative, which involves a character seeking revenge,
might not be suitable for all audiences. It could limit the game's appeal to a specific demographic
and may not be suitable for younger players.
2. Storytelling Execution: Implementing a compelling and emotionally engaging revenge narrative
within a car racing game can be challenging. Maintaining a balance between gameplay and
storytelling is essential to avoid overwhelming players with a complex plot.
3. Game Balance: Balancing the game's difficulty, particularly in the context of collecting points, can
be tricky. Players may find the game frustrating if it's too challenging or, conversely, too easy.
Finding the right difficulty curve is crucial.
4. Replayability: Depending on the game's content, players may have limited reasons to replay it
once they've completed all levels and objectives. Ensuring replayability through additional
challenges or content is important.
5. Resource Requirements: Developing a game with detailed 3D graphics, multiple levels, and an
immersive narrative can demand significant time and resources. The game's scope and complexity
may be limited by available resources.
6. Audience Appeal: The game's narrative may limit its appeal to a specific audience interested in
both racing games and revenge-driven plots. It's essential to identify and target the right
audience.
7. Technical Challenges: Developing a game with multiple levels, advanced physics, and animations
can introduce technical challenges. Ensuring smooth performance and minimizing bugs can be
time-consuming.
8. Testing and Feedback: Gathering player feedback and conducting thorough testing is crucial for
addressing potential issues and ensuring that the game's narrative and mechanics resonate with
players.

In summary, while the revenge plot and car racing theme offer exciting possibilities, the game's success
will depend on addressing these limitations and finding a balance between engaging storytelling and
enjoyable gameplay.

28
FUTURE SCOPE

1. Additional Levels: You can add more levels with diverse challenges, environments, and
objectives, keeping players engaged for longer.
2. Enhanced Graphics: Improved 3D graphics and visual effects can make the game more
immersive and attractive.
3. Multiplayer Mode: Introducing a multiplayer mode would allow players to race against each
other, adding a competitive aspect to the game.
4. Customization: Allowing players to customize their cars, characters, and even create their own
tracks can enhance the game's appeal.
5. Power-Ups and Abilities: Incorporating power-ups and special abilities can make the gameplay
more dynamic and exciting.
6. Leaderboards and Achievements: Implementing leaderboards and achievements can motivate
players to compete and achieve in-game milestones.
7. Story Expansion: Expanding the revenge-driven narrative with twists, turns, and character
development can make the story more compelling.
8. Mobile Port: Adapting the game for mobile platforms can tap into a larger gaming audience.
9. Virtual Reality (VR) Support: Exploring VR compatibility can offer a more immersive racing
experience.
10. Community Engagement: Building an active gaming community through forums, social media,
and user-generated content can foster a dedicated player base.
11. Downloadable Content (DLC): Creating additional content packs or DLC can extend the game's
life and generate revenue.
12. Monetization Strategies: Exploring various monetization methods, such as in-app purchases,
can help support ongoing development.
13. Feedback Integration: Continuously gathering and incorporating player feedback can lead to a
game that better meets player expectations.

The future scope of the game lies in adapting to player preferences and evolving gaming trends, ensuring
it remains engaging and competitive in the ever-growing gaming industry.

29
REFERENCES

❖ Kim, Sung Lae, et al. "Using Unity 3D to facilitate mobile augmented reality game
development." 2014 IEEE World Forum on Internet of Things (WF-IoT). IEEE, 2014.
https://ieeexplore.ieee.org/abstract/document/6803110

❖ Goldstone, Will. Unity game development essentials. Packt Publishing Ltd, 2009.
https://www.packtpub.com/product/unity-game-development-essentials

❖ Kuznetsov, Vladyslav S., et al. "Using Unity to teach game development." Journal of
Physics: Conference Series. 2021. Ball, D. "Artists as Assets: Labor and Capital in the
Unity Asset Store." (2022).

❖ Store, Unity Asset. "Asset store." (2014).

❖ https://www.pexels.com/search/gaming/

❖ https://www.freepik.com/free-photos-vectors/low-poly-texture

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