This case is a prototype of a casual merge game inspired by titles like Gossip Harbor. It features an aquatic theme, where players combine oceanic items (like fish, oars, and boats) on a grid to fulfill character orders and progress.
When started, the game will populate the grid with items which you may combine. You can combine the same type and level of items to merge into a higher level. Producers will create items when pressed - This uses Energy! Above the grid, characters will request orders for specific items. Once the requested items are available they will become excited and you can click on them to complete the order and gain your coin reward. This follows a generic Merge game loop/flow.
After opening the project in Unity, you will find GridManager under the Managers Game Object in the heirarchy.
This contains an ItemSpawnPoolSO reference which is what is used to pseudo-randomly populate the Grid with desired items and corresponding weights.
The Grid is also dynamically structure for desired height and width which we can control.
After pressing play you can re-populate the grid through the GridManager if you want to get different items and play/test with more variation.
- Dependency Injection - using VContainer / Zenject
- Improve and add more Animations for game feel and immersion.
- Satisfying SFX on events like merge, or item pick up / creation.