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Trang Quynh Game

A 3D adventure game inspired by Vietnamese folklore, built with Unity and C#.

Overview

Trang Quynh Game is a Unity 3D adventure project that combines exploration, NPC interaction, quest progression, inventory systems, and a traditional Vietnamese mini-game inside one gameplay loop.

The project was built to demonstrate practical gameplay programming skills, including:

  • Quest state management
  • NPC dialogue flow and interaction triggers
  • Inventory and hotbar systems
  • UI-driven mission tracking
  • Mini-game integration into the main game loop
  • AI difficulty design for a turn-based board game

This repository is suitable for showcasing gameplay programming, UI logic, mission flow design, and system integration in a portfolio.

Demo

Gameplay Video

Watch The Gameplay Demo

Screenshots

Representative screenshots of the environment, dialogue system, inventory flow, and mini-game will be added here.

Markdown template:

Environment NPC Dialogue
Environment NPC Dialogue
Inventory System O An Quan Mini-game
Inventory O An Quan
Mission Progress
Mission Checklist

GIFs or Short Clips

Short gameplay clips will be added here to showcase mission flow, item interaction, and O An Quan transitions.

Accepting a Quest

Quest Acceptance

Inventory Update

Inventory Update

Mini-game Launch

Mini-game Launch

Project Highlights

  • Built a quest-driven adventure flow with multiple NPC missions and reward-based progression.
  • Implemented branching dialogue interactions using trigger-based NPC conversations.
  • Developed an inventory and hotbar system with item pickup, stacking, drag-and-drop, equip, and drop interactions.
  • Integrated the traditional Vietnamese board game O An Quan as a playable in-game challenge.
  • Added multiple AI difficulty levels for the mini-game, including Random, Greedy, and Minimax with alpha-beta pruning.
  • Designed supporting systems such as tutorial, undo, achievement tracking, level/XP progression, and currency rewards.

Gameplay Features

Main Adventure Systems

  • Explore a 3D environment inspired by Vietnamese rural and market settings
  • Interact with NPCs through proximity-based dialogue triggers
  • Accept, track, and complete missions through dialogue events and state transitions
  • Collect, carry, and deliver items required to complete quests
  • Earn gold through mission completion and progress toward level completion

Quest Systems

The current project includes multiple mission flows, such as:

  • Collecting required items and returning them to an NPC
  • Delivering a letter between NPCs
  • Completing item-based mission objectives through inventory checks
  • Challenging an NPC through a mini-game and receiving rewards based on the result

Mini-game: O An Quan

The project features a playable O An Quan mini-game connected directly to the main adventure gameplay:

  • Triggered through an NPC challenge flow
  • Launches from the main world after dialogue confirmation
  • Returns win/lose results back to the main game
  • Rewards the player on victory and allows retry on defeat
  • Supports AI difficulty selection and turn-based interaction

Technical Highlights

Quest and Conversation Architecture

  • Quest logic is handled through dedicated mission controllers such as:
    • Mission1Controller
    • Mission2Controller
    • Mission2TurnInController
    • Mission3Controller
    • Mission4OQuanController
  • NPC conversations are triggered through ConversationStarter
  • Conversation flow can be dynamically overridden based on mission state using IConversationOverrideProvider
  • Mission progress is reflected in UI through checklist panels and mission board tracking

Inventory System

The inventory implementation supports:

  • Item pickup from the 3D world
  • Item stacking
  • Drag-and-drop between inventory slots
  • Hotbar selection
  • Equipped hand item display
  • Item dropping back into the world
  • Tooltip-style item description UI

Mini-game AI

The O An Quan mini-game includes several AI strategies:

  • Easy: Random AI
  • Medium: Greedy AI
  • Hard: Minimax AI with alpha-beta pruning

Additional systems include:

  • Board state pooling to reduce unnecessary allocations
  • Undo support through stored game state snapshots
  • Achievement and progression systems backed by PlayerPrefs

My Role

Role: Game Developer

Key responsibilities demonstrated in this project:

  • Built gameplay systems in C# for quests, inventory, mission flow, and UI behavior
  • Integrated NPC conversations with mission states and reward logic
  • Connected the main adventure game with the O An Quan mini-game using result callbacks
  • Implemented and maintained AI behavior and supporting systems for the mini-game
  • Designed user-facing gameplay feedback through checklist UI, dialogue flow, reward states, and progression systems

Tech Stack

  • Engine: Unity 6 (6000.3.5f2)
  • Language: C#
  • Rendering: URP
  • UI: Unity UI / TextMeshPro
  • Input: Unity Input System
  • Dialogue: Dialogue Editor integration
  • Persistence: PlayerPrefs
  • Additional Systems: Cinemachine, navigation, video playback, mission UI, AI gameplay systems

Controls

These are the main controls currently used by the project:

  • F: Talk to NPC / start conversation
  • E: Pick up item
  • Tab: Open or close inventory
  • 1-9: Select hotbar slot
  • G: Drop equipped item
  • Mouse: UI interaction and mini-game interaction

Getting Started

Requirements

  • Unity Editor 6000.3.5f2

Open the Project

  1. Open the project with Unity Hub
  2. Use Unity Editor version 6000.3.5f2
  3. Load one of the main scenes from Build Settings:
    • Assets/Scenes/MainMenu/Prefabs/MainMenu.unity
    • Assets/Scenes/PlayScene.unity

Run

  1. Open the main menu or gameplay scene
  2. Press Play in the Unity Editor
  3. Interact with NPCs, collect items, complete missions, and launch the O An Quan mini-game

Download

A playable build link will be added here.

Download Build

Project Structure

Assets/
├── Scripts/
│   ├── Conversation/
│   ├── Inventory/
│   ├── Mission/
│   ├── NPC/
│   └── Audio/
├── MiniGame/
│   └── Scripts/Client/
├── Scenes/
└── MoneyStatus/

What This Project Demonstrates

This project does not only show a playable Unity scene. It demonstrates the ability to:

  • Build gameplay features as reusable systems instead of one-off scripts
  • Connect UI, dialogue, player actions, and world state into one coherent loop
  • Design mission progression with clear state transitions
  • Integrate a separate mini-game into a larger gameplay experience
  • Implement game AI beyond basic rule scripting
  • Create player feedback systems such as rewards, achievements, level progression, and mission tracking

About

Unity 3D adventure project that combines exploration, NPC interaction, quest progression, inventory systems, and a traditional Vietnamese mini-game inside one gameplay loop.

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