Spoopy Sprint
My first game project at The Game Assembly brought me together with a wonderful team, including programmers, level designers, and game artists. Over the course of 6 weeks, dedicating 20 hours each week, we developed 'Spoopy Sprint', a game inspired by Temple Run, utilizing Unity for its creation.
Turn
Before I started implementing this feature, I thought to myself "It's just a simple rotation, shouldn't be too hard". Yet, it took me more than half of the project's time to finish this.
Initially, I developed a 'trigger zone' that allows the player to press a button to turn in a desired direction while inside it. If the player fails to choose the correct direction or presses the button at the wrong time, they are 'predicted' to veer off the path, resulting in a loss. However, if the direction is correct but the button is pressed slightly too early, the player will instead glide along an 'invisible wall' while running. Furthermore, it's essential that the character is always correctly oriented and aligned with the new path.
Candy pickups
I noticed the retry time in a level where there were many candies. Upon investigation, I could see that instantiating the candies was taking a significant amount of time. Since the candies were already loaded the first time the player entered the level, there was no need to destroy and re-instantiate them each time the same level was reloading. Instead, I just made the candies inactive and hid them, then reactivated them! I also plays the visual effects and sound our artist made and updating the score count.
You can download and play the game here at https://pinkbroccoliii.itch.io/spoopy-sprint