For my midterm, I created a "build your own potion" game where you play as a kid in their backyard creating a potion! (throwing a bunch of leaves, berries, and other objects into a flower pot filled with water). There wasn't any reason in particular that I chose this topic, but I thought it'd be a cute memory that fit well with the scope of the project, as well as allow for alot of fun models - so I took the idea and ran.

How to play:


A/D=turn left/right

left click/right clight=pick up/drop an object

up arrow/down arrow=look up/down

I think the part I struggled with the most was scope/github. I encountered an issue in the last week where I accidentally reset my progress rather than uploaded what I had done- as a result I lost a large chunk of my models/scripts. If I were to do the project again I'd definitely try and be more diligent with making small consistent commits so if I do run into an issue like that there'll be less damage. Furthermore, I'd want to prioritize a bit better- there were alot of times in the process where I'd think of a cute trick I wanted to add in or some sort of complex model but didn't have enough of the core game done to rationalize doing so. As a result I often got off track adding alot of small details rather than focusing on the big picture. In a future project I think I'd want to create a checklist at the start to help me better prioritize, I did this near the end to make sure I covered everything but I think doing so earlier would've saved me alot of time. Inversely the part I enjoyed the most was surprisingly modeling- I didn't have alot of time to make anything extremely detailed, but it was alot of fun trying to figure out how to go about making the more odd shapes and whatnot.

Made withUnity