Ahoy! was a game created for my "Experimental Games" module during my 2nd year of University. The objective of the module was to create a game with an experimental game mechanic. I had the idea to create a game where you'd race pirate ships against each other but to move the boat around you'd have to blow into a microphone, as though you are the wind. In addition to creating the game concept I made the ocean, texture and animation for the game along with the menu system.
Ocean Animation / Texture
One of my jobs was to create the ocean asset for the game in a legend of zelda style. This is a gif of the animation and texture i created that had a nice infinite loop and a eye pleasing texture that wouldnt pull focus from the main game once its added ontop.
This animation was create using scripts inside unity manipulating vertexs to move up and down creating a wave like effect. It was done this way as many other wave effects I found online were rather taxing on performance whereas this was a much frame friendlier way.
Ahoy! Home Page
My main role for this project was to get the main menu pages working and compine some assets my other team members made to decorate it. 
This page features the Ahoy! logo, created by team member Jasmine, as the main eye catching focus on this page. Underneath is a large "Play" button as thats probably where the user is going to click next. The next 2 buttons, "Options" and "How To Play" are of the same size as theyre equally important as the user might want to tweak some settings or they dont understand the controls of this game, which is expected as its an experimental game. Finally is the exit button which is smaller to prevent the user clicking it accidentally.
Options Page
This is a classic options screen which allowed the players to change the quality of the assets to improve performance as well as change the volume to fit their needs. I'd have liked to have added more options to the game however it was low priority as we didnt have much time allocated to this module.
Pause Screen
The game did feature a pause screen as this game was created to be played as a local multiplayer game having a pause screen was important to make sure we could stop a live game and make sure the players didnt move their boats around. This could have been useful for if we were swapping players out or a technical issue had accrued.
Team Members
Coder / Designer - https://andrewwoolhead.wixsite.com/mysite
Coder / Designer - https://www.samlordfolio.com/
Designer - https://jasmineharrisdesign.wixsite.com/portfolio
Designer - https://hannahlawtyxx.wixsite.com/myportfolio

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