Feature 1: Instructions menu side bar pop in 

Input:

  • Player clicks the “ℹ️” (info) tool button located on the UI (e.g., top corner or toolbar).
  • The action toggles a side menu panel that slides in from the left, covering approximately 1/3 of the screen.
  • The panel displays a scrollable list of instructions for each interactive feature in the game (e.g., how to harvest, toggle day/night, sell bouquets).
  • When the player clicks the “ℹ️” button again, the panel slides out and disappears.

Process:

  • On button click, check the current state of the instructions panel:
    • If it’s closed, trigger an animation (e.g., SlideIn) to move the panel into view from the left
    • If it’s open, trigger the reverse animation (SlideOut) to hide it.
  • When visible, the panel loads or activates a list of instruction items (can be static text, icons, or collapsible sections).
  • The game pauses or dims background elements if desired to help focus attention on the instructions (optional UX enhancement). [ EXTRA]

Output:

  • A semi-transparent or styled side panel appears, containing clear, concise instructions for gameplay.
  • The UI feels dynamic and interactive with a clean slide animation.
  • The player can open and close the menu at any time for reference without disrupting gameplay flow.

Feature 2: Watering hose animation with Hydration Gauge

Input:

  • Fix the orientation of the hose to point to the flowers the player wants to water.
  • Slide a slider to increase/decrease (0 on left and 5 on right) the water level coming out of a hose while aiming the watering can over a plant.

Process:

  • As long as the slider is to the right of 0 level, a hydration gauge for that plant increments over time.
  • Water particles or a pouring animation appear, and once the gauge is full, the plant’s “thirst” status resets.

Output:

  • Player can turn the hose 180 degrees on screen to water any flower.
  • Visible water-pouring effect above the plant.
  • The plant’s hydration gauge is shown in the UI, filling up until it’s fully watered.

Feature 3: Flower Selection Dropdown

Input:

  • Player clicks on a dropdown menu labeled “Select Flower Type” in the UI.
  • The dropdown expands to show 4 flower seed types (e.g., Sunflower, Tulip, Rose, Daisy).
  • The player selects one flower type from the list.
  • After selecting, the player clicks on a “Plant Seed” button or taps/clicks on a spot in the game world to plant it.

Process:

  • When a flower type is selected, the choice is stored in a variable (e.g., selectedSeedType).
  • Upon clicking the “Plant Seed” button or selecting a planting location:
  • A corresponding seed prefab (based on the selected type) is instantiated at the chosen location.
  • The seed is added to the game world and enters the growth cycle (e.g., stages like seedling → blooming).
  •  The player’s inventory count for that seed type is decreased. [EXTRA]

Output:

  • The chosen flower seed visually appears planted in the selected soil spot.
  • Growth cycle visuals and animations begin on the tilled soil tile.
  • The UI reflects the selected type and any inventory changes.

Feature 4: Flower Arrangement Prefab & Selling Stand

Input:

  • Player selects harvested flowers from the player’s inventory UI, then click on a “Create Bouquet” button.
  • After creating a bouquet, click on the “Sell” button at a market stall UI.

Process

  • The game checks the chosen flowers and combines them into a bouquet prefab (e.g., grouped visual arrangement).
  • When selling, a price is set based on the flower types/rarities, and the player’s currency increases by that amount (UI display).

Output:

A custom bouquet item appears visually on-screen.

The player’s in-game currency or score is updated upon a successful sale at the stall.

Feature 5: Daytime / Nighttime clock Toggle 

Input:

  • The player sees a clock face UI in the corner of the screen showing the current real-world time based on the player’s geographic location
  • The player clicks the “Day/Night Toggle” button in the UI.

Process:

  • The game retrieves the current real-world system time to determine the local time.
  • When the player clicks the toggle, the game calculates a new time by adding 12 hours to the current time.
  • If the current time is AM, it becomes PM, and vice versa.

Output:

  • The clock face UI updates to show the new adjusted time (12 hours ahead).
  • The visual environment adjusts to reflect the new time
  • Lighting changes (sunset, sunrise, moonlight).
  • The scene lighting and skybox visually shift to represent day or night accordingly.
  • Player can continue farming with different time-based environmental effects.
Published 19 days ago
StatusReleased
PlatformsHTML5
AuthorYashiR
Made withUnity