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BEPPUS

Puzzle - 4 weeks

Tactical unit management puzzle game

This was our game project 4 at Future Games and took place during the autumn of 2021. My role was gameplay Programmer and worked mostly on the play and a custom collision system used on the player and player transformations.

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Screenshots

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Personal goal

My personal goal for this project was to learn how to make a smooth feeling 2d player character with all the polish features like jump queuing and being able to jump a short time after walking of a ledge. I also wanted to make a good collision system with step height so that you wouldn't get caught on small bumps and ledges.

Player Polish

Me and one of the group's designers worked in close contact with each other while developing the player character. 

This was probably one of my favourite parts of the project a lot of things happened and I got to work close with a fantastic designer.

Collision

The main problem we had with the collision system was on the design side since I had done the math for it previously. To solve the problem I spent a lot of time talking with one of our designers and together we iterated through different versions until we came up with the step up mechanic seen in the pic to the side and the one below.

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,

In the picture above is an illustration of the step mechanic. The left part is a successful test where I check if a position in front and above the player is walkable and if it is, then the player is allowed to slide up the small bump. On the right it fails because there is not enough room.

Code Examples

CollisionCode.png

Collision

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Movement Physics

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