In this project I used many scripts, forcing me to focus on modular design and efficient programming. Since I used many interconnected scripts through various scenes, I also had to find efficient ways to make references without unnecessary scripts or game objects being required in unrelated scenes. For example, I had a few interconnected scripts to handle the battle system, but I don’t need those references or game objects present in the main area or shop, for example.
This is the first project I’ve worked on where I resolved myself to do the art myself. This is due to the fact that this project’s main purpose is to cheer on and show support to my favourite VTuber, Kannagi Tenri. I have been working hard to create sprites using Aseprite, slowly working my way up from simple images up to animated full chibi characters. I am quite proud of how Tenri’s character sprite turned out in particualr.
As Usual I used Unity due to my familiarity with the platform, its ease of use, and the tools I have aquired throughout the years. I used the new unity input system, and the version of Unity I used was Unity 6.
I’m still new to this program, but I’m gradually starting to learn it and how to do more advanced animations and layering. Shading is still one of my weak points, but I feel I’ve improved a lot from when I first started.
Using Dialogue System For Unity has significanlty streamlined the creation of dialogue, allowed for a lot of complex interraction, and helped me create intuitive UI without much wasted time. The Dialogue System For Unity is an indispensible tool.
The Ultimate Inventory System currently only plays a small part, mostly running the shop and handling ability unlocks through items, but it has still saved me hours of work creating all of this from scratch. It also integrates quite well with the Dialogue System For Unity.
TenRythm is an ongoing passion project that blends rhythm-based gameplay with elements inspired by Tenri’s universe. Developing this game has allowed me to delve into integrating musical mechanics with narrative storytelling. Throughout the process, I’ve gained experience in synchronizing audio cues with interactive elements and designing user interfaces that enhance player engagement. While the project is still in development, it has been instrumental in refining my skills in game design and programming.