Dimension Shift Unity C# Achieved a 2:1
This was my first experience with Unity Engine and C#
The game attempts to imitate Sonic whilst adding a shifting mechanic that allows you to interact with coloured objects if you're in the same coloured "dimension"
CT4DEMO was a self directed unit where we were put into groups and let loose to create whatever game we wanted. As a group of 4 we worked to create a game that we wanted to be reminiscent of Sonic The Hedgehog whilst adding a shifting mechanic that would allow you to avoid enemies in one dimension, whilst making you vulnerable to spikes and such in another.
I led the project as de facto team leader, as no one else would. It is not in my personality to boss people around, but if need be I am able to lead.
The game suffered from having to learn C# and Unity as we went, but especially from me being the only real programmer, as the other "programmer" handed in about 12 lines of broken C#.
I was new to game development and should've looked up industry academia and solutions on my problems. A lot of solutions to my problems in the game stem from it being developed quickly with some more amateur solutions.
Although the end product isn't perfect, it is a good gauge as to how my programming skills have improved and my competence with Unity. I also see it as evidence of how I can work and contribute as a team in less than desirable circumstances.
It took inspiration from Sonic with it's attempt at momentum, but the level design didn't take advantage of that enough. The game also contained dimension specific collision with game objects such as terrain, projectiles and enemies. This concept was quite entertaining, and I would love to expand upon it with my newfound confidence in the future.
Whilst I created all of the programming for the game, all art was provided by team members. As was all of the design and level creation.
Development was a real learning curve, but quite entertaining too.
I led the project as de facto team leader, as no one else would. It is not in my personality to boss people around, but if need be I am able to lead.
The game suffered from having to learn C# and Unity as we went, but especially from me being the only real programmer, as the other "programmer" handed in about 12 lines of broken C#.
I was new to game development and should've looked up industry academia and solutions on my problems. A lot of solutions to my problems in the game stem from it being developed quickly with some more amateur solutions.
Although the end product isn't perfect, it is a good gauge as to how my programming skills have improved and my competence with Unity. I also see it as evidence of how I can work and contribute as a team in less than desirable circumstances.
It took inspiration from Sonic with it's attempt at momentum, but the level design didn't take advantage of that enough. The game also contained dimension specific collision with game objects such as terrain, projectiles and enemies. This concept was quite entertaining, and I would love to expand upon it with my newfound confidence in the future.
Whilst I created all of the programming for the game, all art was provided by team members. As was all of the design and level creation.
Development was a real learning curve, but quite entertaining too.