User Manual

Homepage

Upon opening the homepage, you will see 3 core functionalities: 1) Play, 2) Settings, and 3) Quit. And a 4) Credit button which opens the credit page.

Homepage


Select and Start a Game

The level selection window pops up when the Play is clicked.

Level Selection

It contains the following elements:

  • 1.1) Level name

  • 1.2) Level preview

  • 1.3) Close button: returns to homepage

  • 1.4) Left Navigator: navigates to the previous level

  • 1.5) Right Navigator: navigates to the next level

  • 1.6) Play: proceed to confirm setting and start the game

  • 1.7) Tutorial: open tutorial window

You can click 1.6) Play to proceed to confirm setting and start the game, before starting, a game configuration window will pop up and ask you to confirm the game settings for the selected game.

Game Config

The game configuration window contains the following elements:

  • 1.6.1) Game parameters to be adjusted

  • 1.6.2) Close button: returns to the level selection window

  • 1.6.3) Confirm Settings: Start the game

When 1.6.3) Confirm Settings is clicked, the game starts with the configured settings.

Going back to the level selection window, you can also click 1.7) Tutorial to open the tutorial window and view the tutorial images of the selected level.

tutorial 1 tutorial 2

The tutorial window contains the following elements:

  • 1.7.1) Close button: returns to the level selection window

  • 1.7.2) Right Navigator: navigates to the next slide of tutorial

  • 1.7.3) Tutorial image

  • 1.7.4) Left Navigator: navigates to the previous slide of tutorial/p>

  • 1.7.5) Play: enters the game

When 1.7.5) Play is clicked, the game starts.


MotionInput Silhouette Adjustment

Once entered the games, you can adjust the detect area on the MotionInput window by using mouse cursor to drag the detecting icons around.

MotionInput Window


Universal Settings

You can configure the universal settings that are shared by all games by clicking 2) Settings. The universal settings window will then pop up:

Universal Settings

It contains the following elements:

  • 2.1) Options to config camera source (default 0)

  • 2.2) Options to set the screen resolution to High, Medium, and Low

  • 2.3) Slider to adjust volume

  • 2.4) Close button: returns to homepage


Quit the Application

Simply click 3)Quit will close the application.

Deployment Manual

Prerequisites

  • GitHub

  • Unity Editor Version 6000.0.41f1

  • Operation System: Window 10/11

  • Camera: integrated camera>

  • Keyboard: integrated keyboard

  • Mouse: integrated mouse

  • Memory: minimum 4 GB, recommended 8 GB


Clone the Repository

Clone the repository to your computer using following command:

git clone https://github.com/Looney03/winter-sports.git

Open the Project in Unity

  1. Launch Unity Hub

  2. Click Add, then select Add project from disk

  3. Unity Hub Add add project from disk
  4. Open the project


Config Build Settings

  1. Navigate to File > Build Profiles

  2. Build Profiles
  3. In the Platform list, select Scene List

  4. Scene List
  5. Ensure all game scenes are added to the Scene List

    1. Game scenes can be found in the folder Assets > GameFolders

    2. Games
    3. Open unadded scenes and select Add Open Scenes in Build Profile

    4. Add Open Scenes

Build the Game

  1. Navigate to File > Build And Run

  2. Build And Run
  3. Choose a location to export the game

  4. Wait for Unity to compile the build


Run the Application

  1. Double click the executive file to run

  2. Enjoy the games!

Development Blog

October

Before diving into development, we took a step back to understand what kind of game we wanted to build and how we would approach it as a team. This began with research. We looked into similar games, identified the mechanics we liked, and studied how they were implemented. We also explored the tools and technologies we might need, including game engines, asset pipelines, and collaboration platforms.

One of the first things we did was assign roles, who will be in charge of which because there are 8 different levels. We also began experimenting with creating rough models for the game. These early prototypes weren’t polished, but they helped us visualize our ideas and test out initial concepts. It was less about getting things perfect and more about figuring out what works and what does not.

Most importantly, we asked ourselves: Why are we making this game? We wanted to create a meaningful and fun experience, and to grow as developers by tackling something from start to finish.

This phase was all about laying the foundation, understanding the game we wanted to make, what we needed to do, and why it mattered to us.

October


November

As we stepped into a new month, we started moving from planning to actual development. Our main goal was to create a rough version of the game — not polished, but enough to get a feel for how the core mechanics would work.

We decided how each level would receive input, how the game would respond, and how the flow would continue after each stage. Since each team member was responsible for two levels, we made sure that everyone had a clear and detailed plan for at least one level.

We also talked with the MotionInput team to figure out how motion and interaction should work. This led to a lot of discussion and testing, especially as we explored different ways to integrate user movement into gameplay.

At the same time, we focused on becoming more comfortable with Unity, understanding its features, getting used to the workflow, and building confidence in using it as our main development tool.

November


December

In December, our team grew more aligned. As we spent more time working together, our ideas started to converge, not just on what we were building, but also on how we wanted to build it.

We focused more on Unity, and through constant discussions and shared problem-solving, we began to understand each other’s styles and strengths better. Communication became smoother, and our individual pieces started to come together with more consistency.

Most importantly, we were able to talk about our project with more confidence. The goals we once discussed in abstract terms were now backed by clearer plans and stronger teamwork.

December


January

In January we finally had parts of the game up and running, and we were able to share a working version with our first group of clients. Hearing their feedback gave us a fresh perspective. Some things worked as expected, while others needed improvement, which helped us refocus and prioritize.

At the same time, we received the assets and adding this meant we had to revisit parts of what we’d already built. Some mechanics and layouts needed to be adjusted to fit the new visuals. It was a challenge, but one that helped us think more carefully about how gameplay and design come together.

January


February

In February, we continued improving the game based on earlier feedback. We also made a big step forward by fully integrating motion input. Using files from the MotionInput team, we connected the motion from camera to our Unity project, so the game could now be played not only with a keyboard but also through body motion.

This added a new level of immersion and brought us closer to the experience we originally envisioned.

Febrary


March

We gathered feedback from real users and carefully analyzed their responses. Based on that, we made improvements and finalized the game.

We also built a website to showcase the project and packaged everything into a single .exe file for easy access. The website now serves as a hub where people can learn about the game, see visuals, and download the final version.

March

Monthly Video