Dates: Sept. 18' - Nov. 18' (3 months)
Team Size: 6
Platform: PC, WebGL
Tools: Unity3D, Git, Mixamo
Role: Programmer & Unity3D Developer
Programmed MOOG Motion Platform.
Developed motion platform visualizer.
Fixed critical networking bug.
My midterm project for my Simulation and Visualization Bachelor of Science degree at Full Sail University. Litter Quest is a side-scroller featuring Professor Snowball, a clever cat who uses his yarn ball to defeat enemies as he journeys to recover his stolen litter. Five other students and myself spent three months working on this game for our midterm project at Full Sail University.
Programmed Player Controller
The player controller was the first component I worked on for the game. I coded movement, jumping, dashing, and attacking, refining them with feedback at each milestone. In practicing encapsulation, the public interface I added to the player controller enabled the team to develop a variety of traps and enemies that directly affected or responded to the player.
Designed and Built Level
I developed level 2 of the game, the Neighborhood level. It takes the player through yards, streets, over houses, and through a mountain.
Developed Multiple Components
I strove to make custom components and prefabs simple for the team to use when building levels. Some of these include:
A one-way platform.
A spring platform, that launches the player upward.
A switch that calls one or more assigned functions when the player attacks it.
Spinning yarn balls, for the player to collect as health.
A grappling ring, which executes a sequence of moves when clicked that launches the player into the air.
I developed two of the enemies featured in the game. The frog hops back and forth between two positions. If the player is in range after the frog lands, it attacks the player with its tongue. The dog stays idle until the player is in range; It then runs toward the player, jumping up obstacles as needed until it bites them; afterward, it retreats to allow the player a moment to recover.
Designed and Programmed UI
I took over the responsibility of the UI from a person who had to leave the project. Using buttons, sliders, and drop-down boxes, I made nearly every screen and popup dialog in the game. I also made sure that every UI element was resolution-independent so that the interface was usable in any aspect ratio.
What I've Learned
My teammates and I used Trello to keep track of tasks and bugs, Git to manage the project files, and Discord to communicate and exchange ideas. Almost everything we made went through several iterations based on feedback from our instructors and fellow students. Because of this, we made a quality game that is fully playable from beginning to end. We showed off our game at Full Sail's Project Showcase in December of 2018. I'm proud to say it was well-received, and we got an excellent grade.