Monastic is a cooperative board game based on the monk herb gardens at Canterbury Cathedral, and features a companion AR web app. My role on the team involved creating and coding the companion web app.
See the herbs come to life using AR
Learn about the herbs featured in the game
Enter the garden to view all the herbs
Track game seasons and player turns
Each herb has an AR target that uses the target image, with the herb models and UI as a child of the target so they appear when it is detected.
The information function checks the current herb name against a list to enable the correct information card.
Switching between the AR mode and garden mode switches the status of each element so the scene changes depending on what the player wants to use.
I was responsible for all of the elements of the AR web app, including the 3D herb models.
This was the first time I had used AR in a project which was a steep learning curve, as it was harder to visualise what was happening as most of the functionality was in the AR and UI elements, not using the physical space of the Unity scene like previous projects. I adapted to the new workflow and streamlined my process to make it more efficient.
Our group took Monastic to the UK Games Expo, where we showcased our game to the public.
To do - needing to change setup of scenes / how plants viewed
My original setup switched between different scenes for the AR camera and garden. However, as the number of AR targets increased, switching back to the AR camera scene crashed the page due to the increased load.
I adapted to this by changing the setup so that the game used one scene, enabling and disabling the relevant elements to use the functionality of both scenes in one.