Inspiration

The inspiration came from the idea of creating a low-poly survival world that feels simple, peaceful, and dangerous at the same time. We wanted a fast-paced day–night cycle, meaningful resource gathering, and a survival loop where every choice matters—eat, build, explore, or fight. Games like Minecraft and Synty-style worlds influenced the art style, while our own ideas shaped the survival mechanics, hunger system, and smart player animations.

What it does

Forest Survival Adventure Game puts the player inside a dense low-poly forest where they must survive by gathering resources, cutting trees using tools, building shelters, farming, collecting apples, and managing hunger over time. The game detects the player’s animations: idle, walk, and axe-hitting only when the right weapon is equipped. Hunger drops slowly, and the player only dies if they starve continuously for 3 days. A weapon selector, item trading, and apple-collection system make survival deeper and more interactive.

How we built it

We built the game using a modular setup:

Imported and aligned player animations like player_idle.fbx, walking, and axe-hit.

Created a weapon manager for switching tools.

Implemented collision interactions with trees, apples, and the environment.

Built a slower hunger system that tracks starvation over a multi-day counter.

Designed apple-bearing trees and resource-based trading logic.

Added logic for action-based animation activation (idle vs walk vs axe-hit).

Set up a 12-minute day and 3-minute night loop with survival behaviors.

Challenges we ran into

Fixing player height and preventing floating issues.

Syncing animations to trigger only when the right tool is equipped.

Balancing the hunger system so the player doesn’t die too quickly.

Configuring collision layers for trees, apples, and environment.

Managing player input states (idle vs moving vs attacking).

Ensuring apple pickup and tree chopping feel smooth.

Keeping performance optimized in a dense forest scene.

Accomplishments that we're proud of

A fully functional low-poly survival environment.

Clean, responsive animation blending for idle, walk, and axe hit.

A realistic multi-day starvation system instead of instant death.

Successful integration of apple collection and resource trading.

A weapon selector that feels simple and intuitive.

Trees that respect player-tool logic—only cuttable with an axe.

A survival loop that feels tense, rewarding, and fun.

What we learned

How to manage animation states dynamically based on equipped tools.

How to balance survival mechanics for fun rather than frustration.

How to structure a hunger system tied to in-game time rather than events.

How to design modular low-poly interactions like tree-cutting and resource collection.

How to handle collisions and hit detection correctly in a dense world.

How weapon-based interaction changes gameplay flow dramatically.

What's next for Forest Survival Adventure Game

Adding animal AI for night attacks and daytime movement.

Crafting system for advanced tools, houses, and defenses.

Farming expansion (paddy growth cycles, water needs).

Weather system (rain helps crops but reduces vision).

NPC traders in the forest.

Small villages and safe zones.

A detailed skill tree (strength, stamina, farming, crafting).

Multiplayer co-op mode for shared survival.

More biomes—snow forest, desert ridge, swampland.

A story mode with quests and hidden secrets.

Built With

  • ai
  • rosebud
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