Elevated Conflict
Spending time working on our course subjects, every once in a while, we've worked in small group projects with other fellow programmers. But during the next group project, we were going to be working with the artist and game design/production classes. This was the first opportunity of many, we were going to be working with other disciplines. This first project was for an internal game jam around a particular theme (elevation) in little to under 48 hours. My role for this project was as a Game Programmer. The main tasks for this role were handling the player(s) behavior, and for the heads up display (AIE's Alphabet Jam 2019 submission).
Contributions
- Tied the speedometer to the player's current speed. Speedometer would change dependent on the player's actions (bumping into a wall or slowing down).
Looking back at what my code 2 years later, I can see that there might have been an easier way to go about it. The logic behind the code took me more longer than it should to figure out how to tie the player's speed to the speedometer.
- Handling the player movement (my first introduction into raycasting).
- The health system (reducing health when hitting a player/wall).
- Having a system in place in case the player so happens to flip over, the system will flip the player to the correct position.
More Information
Credits
Alaric Trevers - Designer/Producer
Alexis Serna - Programmer
Dylan Krause - Designer/Producer
Jenee Creviston - Artist
Jennamarie Hunter - Artist
Kylie Walker - Artist
Disclaimer
All images provided were not taken by myself, other group members were responsible for the media provided.
Download
To download, head to the itch.io link provided below
itch.io Link
https://asernaio.itch.io/elevated-conflict