MONOPOLY - TWIN PEAKS EDITION

  • For my first attempt at a large scale project in Unity, I thought it seemed safe to pick an existing game and try to put my own spin on it. Twin Peaks is my favorite TV show and since every other IP under the sun has a Monopoly Edition, I felt it only fair that David Lynch’s masterpiece got the same treatment.

  • Most of the art was created in Photoshop and Procreate although I sourced some of the icons from various fan forum posts (note: this isn’t a commercially available project).

Custom board design

ART

  • I utilized original images from the show (high quality when possible) to create most of the art assets.

  • To mimic the font used in the title image, I experimented with different ones until I eventually landed on a version of Arial that I tweaked with layer styles in Photoshop.

Translating the die rolls to an actual number was a fun challenge

The HUD Canvas made extensive use of pop up Widget menus to keep the action focused on the board while still conveying UI information.

Front End screen

GAMEPLAY

  • I kept the traditional Monopoly experience intact for this project (players roll dice to move spaces, buy and sell properties, draw Community Chest/Chance cards, etc.) as the focus wasn’t on reinventing the concept of the game but simply trying to recreate it in Unity from the ground up.

PROGRAMMING

  • My goal with this project was to become as fluent as possible in the Unity game engine. To wit, I wanted to learn how every aspect of a simple game was created from the layout of menus to the scripts that controlled dice rolling.

  • First real hands on experience with singleton patterns. A GameManager instance connected all the different systems together as well handling Scene loading. The PlayerFunctions class handled information related to what actions player can take on their turn as well as how to spawn them.

  • Utilized Unity’s UI system to an extensive degree. A rudimentary Canvas was all I needed for the FrontEnd menu in contrast to the main game HUD Canvas which became fairly bloated by the end of the project.

  • Dice and Board scripts were utilized for logic related to camera movement and the physics behind rolling dice as well as how to convey the numbers rolled by said dice.

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