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Production Date

Autumn 2021

Production Duration

02 weeks

Project genre

2D, platformer, puzzle

Team size

01

I mostly used this project to acquire a better understanding of how programming patterns can be implemented in a video game environment.

A finite state machine was used to control the character.

A pool pattern was used to manage the high quantity of simultaneously active game objects.

Project details

A Finite State Machine to control the player

The player has two states (grounded and airborne) from which behaviours are managed. The player context is used as a makeshift state machine controller.

Retrospective

The context also being the state machine controller is not the best approach re usability-wise, but at the time it seemed like a good idea, and it did the job well.

Programming

An Object Pool Pattern to reuse game objects

In the game, some statues have a pool of game objects that only it manages.

Thereafter, the object pool pattern does what it does best: preventing the destruction and re-instantiation of often used game objects.

The object pool pattern is used extensively in the game's puzzles.

A designer can set the force that is added to the object when it is reused by the pool to add depth to the puzzles.

Design

A HUB/Main menu to push forward a diegetic experience

The HUB also serves as main menu for the game.

This allows for the player to get straight into the action without having to go deal with any unnecessary input.

The HUB also allows the player to select the level he or she wish to play, as long as it already has been completed. The player can also quit the game from the HUB.

Finally, the HUB is used to teach the main mechanics through allowing experimentation in a safe space.

Physic oriented puzzles

The puzzle aspect of the game uses physics extensively to add more depth and dynamism to the gameplay.

The goal is to push the player's interactions with the world as much as possible within the limited quantity of systems and assets.

Credits

Visuals

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