Hostiles Horizons
Contributed: Oct. - Dec. 2024
Studio: Shine
Team size: 9 members
2088, Earth is under attack by aliens. The armies of the world have united, fighting together to repel the invasion. Everybody is occupied in the global effort. But a terrible and unidentified spaceship-like tower lands in an isolated area.
No military forces can be spared to neutralize it. The leaders decided to send just one man. A man renowned for his bravery and extraordinary actions during the invasion : You...
Hostiles Horizons
Contributed: Oct. - Dec. 2024
Studio: Shine
Team size: 9 members
2088, Earth is under attack by aliens. The armies of the world have united, fighting together to repel the invasion. Everybody is occupied in the global effort. But a terrible and unidentified spaceship-like tower lands in an isolated area.
No military forces can be spared to neutralize it. The leaders decided to send just one man. A man renowned for his bravery and extraordinary actions during the invasion : You...
What I did on this project:
For the platformer part, the player had multiples differents states in which he could be depending on the platforms he touches.
Following this statement, I made a state management system so that the player could change state depending on the action he does in his current state :
This helped us manage how the player react to the collisions and to the player inputs.
For the platformer part of the game, we had multiples platform and traps idea and we divided the job between two programmer.
I was in charge of the normal platform, the one way platform, the bumper and the sticky platform/wall.
These platform all had different behaviours as described below :
Normal platform : The player can walk on it, if the player bump land on the side of the platform, he can slide on it, if the player bump under the platform, his jump is stopped and he goes back to falling.
One way platform : The player can walk on it, but if the player arrives from under, he can go through it. These platform can be used as checkpoint inside the level so the player can't fall under it.
Bumper : When the player collide with it, he pass in jump state and he is propelled up at high speed.
Sticky platform/wall : When the player collide with it, he stop his movement. The only way to move back is to jump. These platform were not added to the final product since the level design was not in favor of them.
During the platformer part, the player’s objective is to climb to the top of the level. However, the player can also fall. We decided that the player would not die when falling below the camera’s field of view, which required a camera system that allows the player to see upward progression while still following them downward when they fail.
The camera I implemented moves upward when the player reaches the top half of the screen and moves downward when the player falls below one quarter of the screen. This design allows the player to easily anticipate upcoming sections of the level while still maintaining visibility below when falling.
To improve the overall feel, the camera includes a slight delay, preventing abrupt movements and resulting in smoother transitions.
For the platformer part, the player had multiples differents states in which he could be depending on the platforms he touches.
Following this statement, I made a state management system so that the player could change state depending on the action he does in his current state :
This helped us manage how the player react to the collisions and to the player inputs.
For the platformer part of the game, we had multiples platform and traps idea and we divided the job between two programmer.
I was in charge of the normal platform, the one way platform, the bumper and the sticky platform/wall.
These platform all had different behaviours as described below :
Normal platform : The player can walk on it, if the player bump land on the side of the platform, he can slide on it, if the player bump under the platform, his jump is stopped and he goes back to falling.
One way platform : The player can walk on it, but if the player arrives from under, he can go through it. These platform can be used as checkpoint inside the level so the player can't fall under it.
Bumper : When the player collide with it, he pass in jump state and he is propelled up at high speed.
Sticky platform/wall : When the player collide with it, he stop his movement. The only way to move back is to jump. These platform were not added to the final product since the level design was not in favor of them.
During the platformer part, the player’s objective is to climb to the top of the level. However, the player can also fall. We decided that the player would not die when falling below the camera’s field of view, which required a camera system that allows the player to see upward progression while still following them downward when they fail.
The camera I implemented moves upward when the player reaches the top half of the screen and moves downward when the player falls below one quarter of the screen. This design allows the player to easily anticipate upcoming sections of the level while still maintaining visibility below when falling.
To improve the overall feel, the camera includes a slight delay, preventing abrupt movements and resulting in smoother transitions.