Realtime EditorRealtime Editor is a 2.5D platformer game made up out of two modes. There is the player mode and the editor mode. In the player mode, the player controls a 2D character which can run and jump through the level. In the editor mode, the player can create, move and destroy blocks and entities at the same time players are playing the level. It is created for a school assignment of Fontys ICT & Game Design and Technology of which the goal was to create an unique experiment in game design. The actual project name is the same as the class name, "Freaky Friday".
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Video Demonstration// Video not yet captured.
// Will be updated as soon as a video is available. Download Link// Please keep in mind that this is an unfinished prototype.
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DevelopmentThis game is created in the Unity3D engine in cooperation with Dennis Lemmen, one of my class mates during the ICT & Game Design and Technology college. Our purpose was to improve the slow cycle of creation, publishing and testing of level design by combining the making of the level with the playing of it. By allowing players to play the level while it is being edited, feedback can be given instantly. We aimed to include a lot of feedback features such as a chat system and a ping system where players can pin bugs and imperfections in the level which can be looked at instantly.
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Additional Team- Dennis Lemmen -
Programming the player controller |
Editor
The development of the editor was the most complicated and challenging programming task I had worked on up until that point in time. The editor is build up with several parts, each being able to fully sync all changes in the level with the clients.
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Player
The development of the player was mainly done by Dennis Lemmen. The player too had to work bug free over network. Every functionality of the player controller has been programmed with network functionality in mind. Players can run, jump, crouch, slide off slopes, jump off walls and dash with extra speed through the level. Aside from the player controls, the player had to interact correctly with several objects within the environment. Examples are killzones that make the player respawn immediatly, enemies that can hurt the player, pickups that add score or heal the player or moving platforms that take the player along. Equally important was the feel of the player controller. The playing itself had to be quick, responsive and easy, with enough room for complicated manouvres and jumps to add scalable difficulty. Created in late 2012
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