Unity • C#

GAMEPLAY DEMO

MY ROLE

Parallaxing Background

  • Used a mathematical equation to determine displacement based on parallax amount player's displacement
  • This was the first script I had ever written for a Unity Project
  • I Learned How To:

  • Apply scripts
  • Acess scene componenets in code
  • How to modify properties of objects
  • . . .

    User Interface / Menus / Transitions

  • I created a decrementing health bar and setup so that the UI would respond to reflect change in player health
  • I made popup windows for the pause menu, controls screen, and the credits screen
  • I created an scene manager and transitions between scenes
  • I Learned How To:

  • Manage loading between scenes
  • Create transition prefabs
  • Program buttons for a variety of applications
  • PROJECT DESCRIPTION

    This project was the result of a week-long game jam hosted by the Student Game Developer Alliance (SGDA). I worked with a team of 2 talented artists, one other programmer, and a sound designer to plan, design, develop, and publish this sidescroller “beat-em-up” game in Unity, a software I had never worked with before. Unity uses scripting similar to what Unreal Engine offers, but the programming and implementation of various UI features, transitions between scenes, and object hierarchies were ideas I had to adapt to.

    The game jam staff announced 2 themes on August 16th, “party games” and “game over is not the end”, and we chose the latter. Our artists came up with the concept of playing as a bee from a hive, trying to save the queen, who has been kidnapped by a very angry beetle. The bees were made to be dispensable, with very little health. This way, when the player dies, they spawn again as a different bee, to continue the fight against the boss, who retains the damage he took in previous lives.