Nevergreen was a small group project for a 1st year UNI assignment at Academy of Interactive Entertainment over three months utilizing the Unity 5.4 game engine.
Dev-Info: https://simplyjpk.com/nevergreen/

Known Bugs :(

- 'Press Q to change arms' missing sometimes when picking up new arm.

Updates and fixes since 1st Year Assignment

The finished product was rough around the edges, however, with four years of Unity Updates and some additional knowledge from years passed I've spent a couple of hours fixing up some small details that added the most in regards to features and appearances. A list below of changes made is below.

Bugs

- Fixed a number of animator problems.
- Slight improvements to audio to matching animations, still needs some work.
- Fixed an issue with an interactable beam not always working causing a softlock of sorts, also fixed an issue with the material it was using.
- Fixed a couple particle systems that can been scaled incorrectly.
- Fixed a few art assets that were missed.
- Aligned the sprites for the paralax better, as some textures were popping in/out.
- Disabled the 'Exit Game' button in WebGL to prevent a 'JavaScript execution error'
- Fixed video players not working since they require StreamingAssets as WebGL
- Fixed a resizing issue with main menu.

Improvements

- Updated from Unity 5.4 to Unity 2019.4 LTS
- More responsive player controller, still a bit awkward.
- The fireflies have been given some additional behaviours, such as flying to 'points of interest' which they may visit when nearby.
- Added some very minor Bloom post-processing.
- Added anti-aliasing to improve overall appearance of game and helps some of the art blend together more.
- Cleaned up some of the Particle effects for Dust motes and leaves, adding a bit more atmosphere.
- Updated most TextMesh's to use TextMeshPro, and made a new UI manager to improve how the drawing of UI is handled for the arms. (Still a bit clunky)
- Added additional particle systems for leaves and dust motes throughout the scene to improve visuals.
- Gave additional objects a sway shader to make the scene feel more alive.
- Cleaned up many art assets to support DXT5 compression, reducing build size, significantly.
- Cloned small pieces of some assets to fit some spaces that were missed, ie (Trees ending, but still visible on screen).
- Arms and Collectables all now fade out when collected improving appearances, so do their respective particle systems.
- Added some 2d shadows for most scene objects to give a bit more depth.
- Additional objects throughout the level for some more visuals, vines, leaves, flowers.

Performance

- Updated from Unity 5.4 to Unity 2019.4 LTS
- Tweaks to allow WebGL build, plus some minor optomisations to improve WebGL performance.
- Removed debug logging I still had in the released build (whoops).
- Fixed up some awkward getComponents which should improve performance slightly.

Build Size 

- Removed all mips for 2D assets that didn't require them (most)
- Resized many assets so that they were supported by DXT5 compression.
- Deleted some unused assets that were disabled in scene from greyboxing period.

Original Build Size: 180MB
Updated Build Size: 83MB

Team

Artists

Chloe Brett (Lead Character artist, Foilage artist)
Alex (Lead Rigger, Particle Effects animator and 3D artist)
Elizabeth (Lead 2D Artist)
Maddie (Generalist - 3D art, 2D art & grass animator, Typographer sound engineer)
Brianna Rippon (Lead 3D animator, 2D animator, Credits, Motion graphics)

Designers

Mike
Dai-Wei Pobjie
Connor Urwin

Programmers

Hanih Saneen
James Kellie / SimplyJpk