Yaoshi
Sole Programmer in a team of four. One designer, producer and arist each.
Game built for Game Jam 2023. Worked primarily on player movement, UI systems and developed the cinematic look of the game.
4 / 4
Gameplay
- Implemented core mechanisms of player movement and modified the script to include a double jump feature using State Design Pattern.
- In crafting the Player Controller, I not only implemented the foundational elements of player movement but also undertook the intriguing task of enhancing the script with a double jump feature. Although the jump functionality was already in place, I delved into the code, leveraging the State Pattern to seamlessly integrate the double jump.
- Navigating this development challenge involved manipulating various player states through strategically placed conditionals. Determining when to permit or restrict the double jump required a careful orchestration of these states.
- Ultimately, I achieved this by skillfully modifying the original jumpState mechanism, thereby gaining valuable insights into the nuanced aspects of language within game coding.
- This experience not only expanded my understanding of the State Pattern but also deepened my appreciation for its role in creating flexible and dynamic player interactions.
- Developed the parallax-camera illusion of the game using Quaternion rotations in combination with vertex transformations.
- Collaborating closely with the producer, we delved into the intricate details of our vision for the game, envisioning a scenario where the player embarks on a visually stunning journey, seemingly running up the trunk of a tree in a captivating spiral fashion, all within the confines of a 2D game environment designed to simulate a 3D perspective.
- To bring this vision to life, I strategically divided the scene into two layers: the first layer housing the player game scene and the second layer comprising a picturesque mountainous background. In the first layer, I implemented a dynamic 2D background loop that responds seamlessly to the player's movements, enhancing the overall gaming experience.
- For the second layer, I employed sophisticated Quaternion rotations to manipulate the mountainous background, creating a nuanced illusion of depth and perspective. The direction of rotation was intricately calculated based on the player's distance from the central rotation reference point, ensuring a visually cohesive and immersive effect.
- This project not only demonstrates my technical expertise in graphics programming but also showcases my ability to translate creative concepts into a tangible and captivating gaming experience. The careful integration of Quaternion rotations and layered scene design attests to my commitment to pushing the boundaries of visual storytelling within the realm of 2D games.
- Created the UI system of the game which included the menu systems, win-lose screens and a store page.
- I worked on all the UI of the game for it to seem as natural and intuitive as possible.
- I created a Shop scene too where the player can purchase powerups, but we scrapped it as we did not have the resources to implement it in time for the game jam.
Player Controller
Parallax-Cinematic System
UI/UX Programming
- © Untitled
- Design: HTML5 UP