Objects for Street scene
Misplaced Lens Cap
we're not kids anymore.

Andulka
occasionally subtle
almost home

Origami Around
TVSTRANGERTHINGS

izzy's playlists!
Claire Keane
🪼
Show & Tell
Xuebing Du
$LAYYYTER
Keni
Alisa U Zemlji Chuda

ellievsbear
Lint Roller? I Barely Know Her
Cosmic Funnies
Jules of Nature

seen from Germany

seen from Japan
seen from United States
seen from United Kingdom
seen from United States
seen from United States
seen from Germany

seen from United States

seen from Switzerland
seen from United States

seen from United States
seen from Japan
seen from United States

seen from Türkiye
seen from Canada
seen from Türkiye

seen from Japan

seen from China

seen from United States
seen from United States
@melongames
Objects for Street scene

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Cart
Western Street scene houses
UI
UI Flow
When designing the UI flow I wanted to keep it as simple as possible with as little buttons as possible. When creating the UI in the game I encountered an unknown problem with returning to the menu after winning. This error didn’t occur when you lost even though it is the same button. When clicking the return button Unity would crash for no apparent reason. To fix this I changed how some of the logic surrounding the timer worked and switched to a while loop instead of a for loop.
IEnumerator timer() { //yield return new WaitForSeconds(180.0f); while(time > 0) { if(gameOver == false) { time --; yield return new WaitForSeconds(1.0f);
timeLeft.text = time.ToString(); } else { time = 0; } }
if(time <= 0 && gameOver == false) { gameOverText.GetComponent<Text>().text = "FAILED"; gameOverText.SetActive(true); gameOver = true; } }

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Level Design
hen designing the layout of the scene there wasn’t any particular order as to where the houses went, my main focus with the design was making look like an actual Wild West settlement.
With the houses alone the scene has no story to it, I added in some crates, barrels, graves, a hay bale, a cart and some cacti. The combination of all the items really brought the scene to life.
Tutorial/Instruction page
I short tutorial that introduces the players into the game in a short and memorable way is what I originally wanted, but considering the simple nature of the scene and the simple mechanics that come along with it I thought a simple introduction screen would be the best way to go.
Mood board for scene
Game Structure
Using the Wanted Posters allowed me to make sure the players were exploring the whole of the scene. A time limit of 3 minutes was decided on as this would mean players who did not have any clue as to where the posters were would have a challenge in completing it in time.
I chose a design for one of the houses that would allow me to put one of the posters in a slightly harder to reach position. It quickly became apparent that there is a chance that the player would not be able to see the poster and therefore not know to look there. To solve this issue I put a house opposite it which would allow the player to see the poster from an easy location.
Here are the 2 chosen designs.
Concept
The initial concept for my street scene was that the player would walk down a spooky western street where they would encounter ghosts and other supernatural occurrences as they explore the street. The street would look like a regular wild west town but as the user approaches houses, and other key points, the scene will become dark and spooky.
I had kept this concept until I had finished designing and modeling the first house. After finishing the first house I discovered how big of a task this concept would be as I would be effectively creating 2 sets of everything for the scene.
I decided to scrap the spooky part of the concept and stick to the wild west theme I used Wanted posters for the interactivity as this was much more achievable and kept within the wild west theme. So my initial concept became, “You are a fugitive on the run and while traveling through a small settlement you discover your wanted posters. To throw the locals off your scent you must find all 10 wanted posters and take them down.”

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Wanted Poster
Levels
City houses
Desert Houses
Log Cabin

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Inventory system bug fix
I had a bug where the 2 tanks inventories were linked somehow, I found the origin of the bug to be in the following code.
for (int i = 0; i < inventory.Count; i++) { inventory[i] = database.items[i]; UpdateUI(); }
The bug was being caused by the items in each inventory being the items that were in the database, so adding one to the amount added it to all of them as they were the same object just being stored in 3 locations.
To fix this bug I used the following code instead.
for (int i = 0; i < inventory.Count; i++) { Item tempItem = new Item(); tempItem.amount = database.items[i].amount; tempItem.itemDesc = database.items[i].itemDesc; tempItem.itemIcon = database.items[i].itemIcon; tempItem.itemID = database.items[i].itemID; tempItem.itemName = database.items[i].itemName; tempItem.itemType = database.items[i].itemType;
inventory[i] = tempItem; UpdateUI(); }
This code creates a new Item and passes it the data from the items in the database instead of passing the item object.
Colours
Throughout the complex I wanted the player to be able to get a feeling for where they are and how close they were to the end by their surroundings. A big part of what impression is given is down to the colours of the surroundings.
For example at the beginning I want the player to be able to tell they are in some sort of futuristic lab complex. The colours I chose to five this impression are White (#FFFFFF), Grey (#AEAEAE) and Blue (#66A3FF) as these colours are usually associated with futuristic places and labs. The main colour will be White, the lights will also reflect this colour choice by giving off a clinical white light. Grey and Blue will be used for objects such as doors and control panels.
As the player approaches the surface there will be more pastel colours such as red (#C23B22), brown (#836953) and grey (#CFCFC4). The lighting will move away from the clinical white and will become a warmer orange colour to reflect the sun.