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
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Developed and optimized core player movement, integrating a double jump mechanic using the State Design Pattern.
- Enhanced the existing Player Controller by refactoring the jump logic to support a double jump mechanic, leveraging the State Pattern for modular and maintainable code.
- Implemented state transitions to control movement flow, ensuring smooth and predictable player interactions by conditionally allowing the double jump based on current movement states.
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Modified the
JumpState
class to handle multi-phase jumps while maintaining separation of concerns and reducing code redundancy. - Gained deeper insights into gameplay programming principles, particularly in state management, code reusability, and scalable player mechanics.
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Engineered a dynamic parallax-camera illusion using Quaternion rotations and vertex transformations to simulate a 3D perspective in a 2D environment.
- Collaborated with the producer to conceptualize a visually immersive effect where the player appears to ascend a tree trunk in a spiral motion, creating depth and cinematic impact.
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Implemented a dual-layered scene structure:
- Foreground: Designed a looping 2D background that dynamically adjusts based on player movement.
- Background: Applied Quaternion-based rotations to simulate depth shifts, adjusting the parallax effect relative to the player's position.
- Calculated rotation vectors dynamically, ensuring smooth and responsive scene transitions, reinforcing a seamless player experience.
- Optimized rendering efficiency by leveraging vertex transformations, reducing computational overhead while maintaining high visual fidelity.
- Demonstrated expertise in graphics programming, mathematical transformations, and real-time scene management to achieve an engaging cinematic experience.
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Developed a modular UI system, including menu navigation, win-lose screens, and a store interface, ensuring a seamless and intuitive user experience.
- Designed and implemented interactive UI elements with a focus on usability, accessibility, and intuitive design to enhance player immersion.
- Developed a dynamic shop interface that allowed players to purchase power-ups. Although the feature was later scrapped due to time constraints during the game jam, the underlying system was fully functional and designed for easy reintegration.
- Utilized event-driven programming and UI state management to optimize responsiveness and maintainability of the UI framework.
- © Untitled
- Design: HTML5 UP