Week #3
MVP Development #
Deliverables #
This week we developed the MVP of our project, making the main functionality of our future game.
Implemented MVP features #
Built the main gameplay scene in Unity2D with core character movement and basic animations
Designed and added UI and character sprites
Configured colliders and in-scene navigation
Integrated ML model into Unity2D to recognize signs
Added area of economic strategy with items in the store
In general, a finished MVP fragment was created in a week: the user can launch the game, go through the first scene, interact with objects and use jamming to move on.
Full user journey #
Launch the game
Click “Start game” button
Player enters the first location — the cave
Interact with objects (enemies, coins, store)
User is prompted to draw a symbol
ML model performs symbol recognition
Sign accuracy deals damage, using it, defeat all enemies
Progress to the next location
Demonstration of the Working MVP #
You can view the demo and screenshots here
ML #
We fully developed, trained and integrated ML model
Training code source: code
Initial model artifacts: artifacts
Trained model: ONNX model
We also have a model documentation, where described how we trained your model, what data used and what parameters model uses to make decisions
Internal demo #
During testing we identified the following issues:
No clear instruction on what symbol to draw
Sometimes a dash works incorrectly
Sometimes the hero’s spells are applied too slowly and are canceled when pressed again
There is no accurate recipe for the spell, it is not known what to mix with
There is no explanation of the game process lore
Then we discussed the priority of this ideas
Priority tasks #
This tasks will completed during next week
Diversify the game with a second location and add a connection between the initial one
Develop a level boss
Impose visual effects on spells
Adding traps to current and future levels
Store design and full functionality
Need to be discussed #
This problems will fixed during next week
Fix hero abilities work
Fix spell cast- and tick rate
Need to be done later #
This conflicts need to be resolved, but for now it is not prioriry target
Optimize current game process
Update some beta applied textures or models
Core Feature Implementation #
All game features were discussed between the participants, balancedly distributed and completed
Design textures and/or animations were issued on all the necessary models
Integrated ML model
All work merged in the main branch
You can view the process of forming individual areas of the game in more detail in the corresponding branches
Game features #
Main menu #
Hero base movement #
Dash ability #
Checkpoint #
Game currency - Coins #
Store #
Spell cast #
Weekly commitments #
Individual contribution of each participant #
Each member of the team made significant during MVP development!
Sviatoslav Fediaev:
Enemy attacks
Updated enemies taunt mechanics
Enemy damage dealing and respawn after small time
Valeriia Kolesnikova:
Mechanics of collecting coins and their logic
Items purchase
Combining of an storekeeper animation with opening or closing the store
HP display in the interface and buying HP boost in the store
Fanis Zinnurov:
Spells for the fire element and their bind to keys 1, 2 and 3
Enemy taking damage and death
Some technical changes to attack scripts
Egor Savchenko:
Creation of mechanics of trap-chip
Mechanics of obtaining damage
Merging and resolving problems of all Unity work
Danil Valiev:
Creation and actively management TaskBoard;
Organization of team meetings, as well as meetings with TA;
MVP location plan, CI/CD update
Creating Week 3 report.
Nikita Stepankov:
ML model documentation;
Generalize and automate process of generating datasets and training of model;
Merge model to actual branch.
Stanislav Delyukov:
Special MVP location
Storekeeper model and animation
Cursor, HP bar, coins, coin bar and main menu design
Dash effect
Plan for the Week #4 #
The most important to us is to complete the main game features, then to move on to progression
MVP bug fix
Achievement system logic - separate menu of special achievements obtained in different ways
Traps in any existing level
Level boss with a special room
Confirmation of the code’s operability #
We confirm that the code in the main branch:
- [✓] In working condition.
- [✓] Run via docker-compose (or another alternative described in the README.md).
Innopolis University | Capstone project | Summer 2025