Fortune-telling game — built in Unity

Turning a
fortune-telling app
into a game

It started as a fortune-telling app. I researched how people use fortune-telling, ended up inventing a method of my own around the Earth and the roll of a die, and we built it as a game in Unity.

The game running on a laptop: a night-time village of mud-brick buildings with the instruction Choose an arrow to throw the dice
Team
2 people, part time
Tools
Unity, Office apps, AI-based 3D tools
What I made
Research, hand sketches, a cardboard model and a Unity game

Testing my own assumptions

I began by writing down what I thought I knew about fortune-telling. It was not much, and some of it was wrong.

1The most extreme fortune I ever received was a prediction of birth months, like the ones in magazines.
2Other than coffee reading and card games, I hadn’t seen any other kinds of fortune-telling.
3I think it’s fine to get a fortune for fun, but I don’t understand why people pay for it.

So I started with questions instead of a solution:

  • What is fortune-telling, and how many types are there?
  • What are the differences between them?
  • Which is the most popular, in real life and in the digital world?
  • Why do people like to know about their future?
  • How can people trust the information, if they care about that?
  • Which tools are used: tarot cards, astrology, palm reading, a crystal ball and others?

Comparing the methods

I rated eight common methods from 0 to 5 against six things a fortune can give a person: curiosity, entertainment, reassurance, guidance and control, connection, and a way of coping. The methods were numerology, astrology, runes, tarot, scrying, palmistry, pendulum and tasseography.

Matrix rating eight fortune-telling methods from 0 to 5 stars against curiosity, entertainment, reassurance, guidance and control, connection and coping mechanism
How eight methods score against six needs. Click to open full size.

Three stood out for me: tarot, runes and tasseography.

I still wasn’t sure which method to use. I even thought about creating a new one, but I didn’t know how.

An idea from my five-year-old

One night I asked my five-year-old son what he thought about fortune-telling. He had no idea what it was, but once I explained, his imagination took over and he started sketching his own magical visions in his notebook.

A child
His sketch for a new fortune-telling method.

His idea was an app that uses your current location and your next travel destination, with the equator and the hour circle, to tell you about your future.

Inspired by the Earth, I created a method of fortune-telling around four themes:

Four themes: the Earth, a world map with location pins, dice, and a coin machine
The four themes: the Earth, a world map, dice and a machine.

Sketching, then a cardboard model

I sketched the screens and the dice machine by hand, then built a physical model out of cardboard to test how the dice would move.

Hand-drawn sketches of the app screens with handwritten notes Hand-drawn front and side views of the dice machine
Hand sketches of the screens and of the machine.
Cardboard box with three round holes cut along its side The cardboard box with a rolled cardboard part beside it Front of the cardboard model with openings at the bottom A hand holding a folded cardboard ramp inside the model
The cardboard model, built to test how the dice run through the machine.

What the feedback said

  • The material should feel like glass or metal, in both texture and sound.
  • The angle of the last part should be sharper, so the dice come out more easily.
  • The inner step should be narrower, at around 45 degrees.
  • Showing a hand or a button press on the same screen would improve the experience.

The game

The game opens on a red curtain. The Earth, drawn as a face with a headscarf and gold hoop earrings, welcomes the player and offers to take them to a place; in the version I recorded, that place is Africa. The player then arrives in a village at night.

The Earth drawn as a face wearing a headscarf and gold hoop earrings, on a black background
The Earth welcomes the player.

From there, every turn works the same way:

  • Red arrows appear above the buildings with the instruction to choose one and throw the dice.
  • A twenty-sided die is thrown, and the number it lands on shows in the corner of the screen.
  • That number opens a card with an illustrated scene, a title, and a short reading for past, present and future.
  • The player goes back to the village to throw again.
The village at night with red arrows above three buildings and the text Choose an arrow to throw the dice A blue twenty-sided die rolling across sand-coloured ground
Choosing an arrow, then the throw.
Card 16, The Coin of Winds Card 19, The Wishing Well Card 20, The Celestial Crown
A throw of 16, 19 or 20 opens The Coin of Winds, The Wishing Well or The Celestial Crown.
A two-and-a-half-minute walkthrough of the game.

How we built it

We built the game in Unity, working with Office apps and AI-based 3D tools.

What I took from it

  • My assumptions were the first problem. Writing them down and then asking questions changed the direction I took.
  • A fresh view can unlock a stuck project. A five-year-old with a notebook gave me a starting point that research alone hadn’t.
  • A cardboard model was enough to test how the dice move before any code, and the feedback it produced was specific and easy to act on.

What’s next