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Lockdown Game Project

Click HERE to view my itch.io page with my more recent game projects.

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Or click HERE to check out my FMP game project.

Lockdown Game Project

Over lockdown, our game jam project had to be changed slightly as not everyone had access to Unity. After some remote lessons pixel art, notably how to make trees and spaceships, we were given a brief to make two Cyberpunk assets, which you can see above. Then we continued planning our games as before but instead of constructing them in Unity, most of us had to use a combination of Photoshop and After Effects to imitate a side-scrolling game. This actually allowed me to familiarise myself with these tools more, especially After Effects, which helped with my later Animation project. Although learning more Unity may have been more interesting and fitting, I think the skills I learned in After Effects are still very valuable and transferrable to many other projects, especially given the various parts of a game that could be made in After Effects. Not only that but making an animation without any actual physics or gameplay allowed me to focus more on visual effects and assets to try and tell a story. 

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Game Concept Project

Game Concept Project

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Second Game Jam Project

2nd Game Jam Project

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Coding Projects

Coding Projects

This is a program I made using C# in Visual Studio Code, after learning the basics of the language using Brackeys tutorials. It uses quite simple loops to imitate an early dungeon game, where the player inputs certain letters to determine what actions the character does, such as where to go and what items to pick up. The hardest part was probably writing new lines of code for every new action a player could choose to do, as I sometimes forgot that they could return to any room at any point before the boss. The boss fight was also a challenge to code, as unlike the simpler enemies which didn't react, I decided to give the boss its own moveset. This also meant I needed a way to indicate what attacks could come next without a visual sprite or audio. But by directly telling the player what attacks are coming, the boss becomes too easy once you learn which moves counter best, so I added a degree of randomness to it as well so it would be more of a challenge, but hopefully without feeling unfair. 

This game relied heavily on a Brackeys tutorial for the first three levels, but for the fourth level I used what I had learned and what I could search up to add a bit more to the game. My main initial trouble when designing the levels for this was making them too hard, then having to adjust things like hitboxes or velocity to lower the difficulty. I even added a brake mechanic so you can choose to slow the player down for tough obstacles, though I only use it once towards the end of level 3 in the video. Perhaps I could add a UI overlay or animation to clearly show when the brake is being used. When designing the new trampolines for level 4, I tried a few different ideas with collision boxes and transformations, but eventually decided on a trigger that applies an upwards force, which I think works really well, especially as hitting two at once gives a double boost (an accidental mechanic that I decided to build into the level). The hardest part of the trampoline, though, was simply animating it so you could clearly see which ones were being activated, since I hadn't done much Unity animation before. Luckily, my friend who knows more about Unity was able to help me figure out some of the issues and after some final adjustments, the trampolines worked as well as I had imagined. Otherwise this game was fairly simple to make, with very straightforward tutorials and some help with playtesting from my brothers. 

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