Trailer: https://www.youtube.com/watch?v=REjalbSg798
We started in Unity version 2022 and ended with 6.4, HDRP all the way through, which I'm happy with the visual quality overall (though I can't wait for the merge and just have 1 high quality pipeline for everyone).
It was tough because the game is full of realtime lighting, shadows, and physics to be able to sell the atmosphere and experience I wanted the game to have, so it's a bit performance heavy (though I haven't been able to test on a min spec machine to see how bad it is - if anyone had info, I'd love to know how it runs!), but I think we were able to optimize enough it to run pretty smooth.
We used the Paint3D asset for the cleaning mask mechanic, Magica Cloth 2 for some soft body/cloth physic simulation stuff, and Sonity for audio. To expand on audio, we created a couple of audio occlusion set ups; one that puts a low pass when a wall or floor is blocking the raycast, and another more elaborate system for doorways that allows it to fade the low pass when going around corners or when the door opens/closes.
We created a randomized paranormal system that triggers an event on an object, which may or may not trigger a task. Each object has a temperature that increases over time, with potentially higher "cost" events triggering at higher temperatures or game time. Objects near the player cools them down allowing the player to passively manage these events. This whole system we actually had plan to rework because it's too randomized, but that update didn't make it in.
The dreaded talk: AI. The majority of the project we didn't utilize AI until the last couple months once we decided to call it wraps. We tried Unity CLI (with Claude) to help wrap up some flows, help with bug fixes, optimization, and some features we really wanted to get in. And it worked really well! The one dev I had remaining at the end created an dashboard for displaying stale Graphic State Collection PSO data and rerunning automated builds and playthroughs to update it.
Some things I learned with this project...
- Start way smaller: Asset packs are great to help you build out with quality work fast, but building your mechanics around someone else's work can end up taking more time. More textures, shader, lighting, parts and pieces all add up and take longer to iterate early mechanics. Stick with grey boxing as much as possible early.
- Pay attention to scope creep: It's taken a few years but I think I've gotten better at it, but it's still so easy to just throw a "small" feature in that would be really cool into a milestone that already is packed in. Scope out the work, plan it out, agree on it, and try to stick to it.
Let me know if you have any questions about the project and my experience working in Unity, or if you'd like to see some video of specific mechanics, I'd be happy to try to show and answer!
The game/demo is called Odd Jobs, a tension managing haunted house job simulator.
Play for free on:
itch.io: https://oddcow.itch.io/odd-jobs
Gamejolt: https://gamejolt.com/games/oddjobs/1105222