Wave’O’Dome

About the game

In January 2017 the annual Global Game Jam took place. The theme of that year was waves. My first idea of ​​a first-person-arena-brawler was changed by our 5-man group into an arena game with an isometric view. The main gameplay for each of the 4 players consisted of gathering power-ups, avoiding dangerous waves which were emitted from the center of the battlefield and defeating the enemy players with the help of the collected power-ups.

Power ups and waves

A wave and each power-up had a different effect depending on its color.

  • Red
    Red waves killed a player instantly. Red power-ups generated a wave which killed other players on hit.
  • Yellow
    Yellow waves stunned a player. Yellow power-ups generated a wave which stunned other players.
  • Blue
    Blue waves pushed back a player. Blue power-ups generated a wave which pushed back other players.

My tasks

I took on the tasks of implementing the control and the main menu.

Implementing the player control was a challenging task since the game should be controlled with 4 different controllers. I solved this problem by naming the various input axes in a way that they contained a player number. For example, player 1 had a horizontal movement input axis which was called „Player1_H“.

Inputmanager

Wave’O’Dome – Inputmanager

To receive a player’s input, a player number was declared in each player script instance.

Show code
public int m_IPlayerNumber = -1;



This integer served as an unique ID and identified the script to other systems. The input of the player could be queried by putting together a string of the player ID and the name of an axis.

Show code
if (Input.GetButtonDown("Player" + m_IPlayerNumber + "_Start") && m_CanMove)
   ...



I decided to use a script in order to provide proper control over the main menu via a controller. A pointer was used to trigger animations and show or hide various pages in the main menu.

I would have liked to develop the project further, because I realized my preference for working with user interfaces in this project and thought that the idea was fit for a public release.

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Corridor of Horror

About the game

‚Corridor of Horror‘ was another project I got to work on. In this game the player takes on the role of a young woman who’s inside of a hypnosis. Storywise she tries to cope with traumatic experiences from her past. In order to do so she has to solve puzzles and avoid the monsters in the level. We decided to use motion capturing for our animations since we had access to a motion capturing equipment through college. The project was realised in the Unity3D engine.

My tasks

In addition to the level design, I took over the implementation of a puzzle in this project. It was my first encounter with level design. The level should take place in a hospital and therefore I created a layout of a hospital after researching in the internet.

Layout

The riddle I implemented consisted of a simple puzzle game. It was controlled via raycasts and a crosshair. The crosshair was displayed after the activation of the puzzle. In order to solve this riddle the player had to move each piece of the puzzle to its correct position.

Light puzzle

Corridor of Horror – Light puzzle

Once the player solved the puzzle hidden documents were made visible throughout the level. These documents contained individual characters that could be joined together to form a codeword. After collecting all fragments of the codeword the player was able to open the final door and escape from the level.

Corridor of Horror - Pin pad

Corridor of Horror – Pin pad

Working on level design made me realise that I don’t like working at this area. However capturing and using motion capturing animations was very interesting. Looking back I would assign the task of level design to another person in the group.

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