THIS WAS A 7 WEEK TEAM PROJECT DONE AT FUTUREGAMES.
THIS IS A PUZZLE PLATFORMER. I WAS INCHARGE OF THE SYSTEM DESIGN AND TECHNICAL DESIGN. I PERFORMED THE JOB OF BEING A BRIDGE BETWEEN THE PROGRAMMERS AND THE DESIGNERS.
Created multiple prototypes to materialize ideas for my Level Designers & help Programmers create the base logic:
I created and implemented the following things in the game:
1. A base for the Flight System
Velocity based method and tweaked the gravity to propel the player
2. Respawn system
Super efficient method that just teleports the player instead of respawning him.
3. Killzone system
Disables the player mesh and movement for a small delay and teleports the player back to his checkpoint making it super efficient on the system.
4. Vertically opening door
Timeline based vertical opening door.
5. Horizontally opening door
Timeline based horizontal opening door.
6. Moving blocks system
Timeline based system that moves the player and the static mesh.
7. Base for efficient culling method for art assets
Size based culling for the huge island masses in the game to make the game perform better.
8. Platforming blocks that disappear on stepping
State Machine Based system (Implemented by my programmers) that disables the collision and static mesh.
9. Created and Implemented a Level Transition System
Load Level Node System to Transition the levels.
10. Optimized the performance of the Final Product
Collaborated with my Level Artist to balance the Shadows and Assets Sizes.
11. End game triggers
A simple box trigger to transition into the end game.
12. Loading Screen System
Widget Loader & Unloader to create an illusion of a loading screen.
13. Objective system for the door unlock mechanism
Used a combination of Interfaces & Bool Checks combined with floats to set a requirement to unlock a door.