Today I bring you our group project for my Gameplay Programming university module,
To The Core!
To The Core is a 3rd person platformer where you've got to go deep into the earth to solve the case of the mysterious earthquakes that have begun to plague the land!
This group project involved 5 members, myself included, where I provided and created a range of mechanics and gameplay systems. I'd like to go through a few of them here and follow it up with a short review of how the team aspect of this proejct went.
As I was not only in charge of developing the player and how it felt withing my level, ensuring ground checks worked on the levels created by my fellow group members, but also in-charge of the player's combat system, it was only natural that I created the framework for enemies to be built upon. Zoe had mainly focused on the second scene and wanted to add spider enemies, and so after giving her the framework, she generalised the method of receiving incoming damage through a general 'Enemy' class. She went on to create the enemy AI and attack patterns themselves, but the stats fed straight but into the player stats script that I had setup. Later on, enemies were needed in level 3 and it seemed appropriate to also add my slime enemies, altering them to become 'magma slimes' given the lava setting. This was a simple copy paste job from my pre-made combat demo system, but I had to alter some things to work with the new lightweight renderer pipeline & the new generalised enemy framework, which wasn't too bad. Finally, I went on to balance the attack damage & health stats of all the enemies and the player to feel nice and balanced throughout the gameplay.
Other than all that, I mainly acted as a somewhat manager for the group, ensuring everyone was on track, had tasks to do. Zoe did a fantastic job creating all the lovely functionality of the second level's minecart system, as well as everything else within that scene. Cameron used his third-year knowledge to get in the know about advanced camera systems using Cinemachine, and provided all the cutscene for each level and did most of the work on the thrid level, albeit Dan's attempt to create it. Gabriel did a great job providing an NPC system, as well as the raw power-ups for each level. He also create most of the UI.
A full video of the game's playthrough can be found below!
The game features power-ups, coins, enemies, minecarts, moving platforms, cutscenes, combat, mazes, harmless sheep, and talkative farmers!
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Hi, I'm Conrad Wilson. a Games Developer & university student at UWE Bristol.