Follow The Line

Cooked up a prototype for Ludum Dare Game Jam. Wanted to make a platformer with a unique mechanic.

It was quite a challenge to design the obstacles.

Inspired from mario games.

https://ldjam.com/events/ludum-dare/42/follow-line

 

This project demonstrates a real-time interactive targeting and action system in a 2D side-scrolling game created using Unity3D. The gameplay involves a player-controlled character interacting with a target object, with visual feedback and effects to indicate successful actions.

Key Features Implemented:

  1. Character Controller:
    • Implemented a custom character controller using Unity’s physics system.
    • Designed responsive movement and action animations for the character using the Animator component.
    • Added controls for basic movements (walk, run, jump).
  2. Interaction Mechanics:
    • Scripted interaction logic to allow the player to trigger actions (e.g., attack, activate) when near a target.
    • Managed object states and transitions, such as moving the target or triggering an explosion upon interaction.
    • Used Unity’s event system to handle interactions, ensuring decoupled and modular code.
  3. Visual Effects:
    • Designed and integrated visual effects for interactions, such as explosions and energy bursts, using Unity’s Particle System.
    • Applied shader effects for additional visual feedback during targeting and interaction.
    • Ensured visual effects are synchronized with character animations and gameplay events.
  4. Game Object Management:
    • Created prefabs for reusable game objects, including the character, target, and effects.
    • Managed object pooling to optimize performance and reduce runtime instantiation overhead.
    • Implemented scripts to handle object behaviors, such as moving targets and triggering effects on interaction.
  5. User Interface (UI):

    • Designed an intuitive UI to display interaction cues and feedback.
    • Implemented UI animations to enhance player awareness of interaction opportunities.
    • Used Unity’s Canvas system to ensure consistent UI performance across different screen resolutions.