To the horizon demoo

Worked in a team of three programmers. Each of us tackled different tasks. I Was the primary programmer working on the core mechanics of player movement. I also worked on obstacle generation. The game was a demo to showcase variation in mechanics.

3 / 3
Gameplay

    Player Controller & Flying Mechanics

    • Designed and implemented core player movement, including **free X-Y movement, forward motion, and banking mechanics** for an immersive flight experience.
      • Collaborated with the team to define **player movement constraints**, allowing free movement on the X-Y plane while maintaining a fixed velocity on the Z-axis.
      • Implemented **top-down movement** by interpolating between forward speed and vertical input using vertical acceleration per frame, ensuring smooth responsiveness.
      • Developed **strafing mechanics** by interpolating between strafe speed and horizontal input, applying horizontal acceleration over time for fluid lateral movement.
      • Calculated **final player position** by summing the up and right transformations, ensuring real-time positional updates while clamping X and Y values to keep the player within screen bounds.
      • Engineered **dynamic banking mechanics**, where the bank angle is determined by **horizontal input and applied via Quaternion rotations**. The system interpolates between the current and target rotation per frame, ensuring smooth transitions.

    Obstacle AI Programming

    • Implemented procedural obstacle generation with randomized spawn positions, requiring players to dynamically dodge obstacles while flying forward.
      • Designed a **tile-based spawning system**, where obstacles are instantiated relative to designated ground tile markers.
      • Configured each ground tile with **three predefined spawn points** (left, right, center) and an additional spawn point for procedural level extension.
      • Used **randomized number generation** to determine which spawn point would instantiate an obstacle, ensuring varied and unpredictable gameplay challenges.
      • Integrated a **box collider trigger system** on each tile—when the player exits the collider, the script dynamically spawns the next ground tile at the designated spawn point.