JUSTIN.MLSJ
 

Grounded

 

About

Me and my partners were assigned the task to create a game with emergent game play within 2 weeks while having a major focus on how mechanics interact with each other to achieve this effect.

 

Design Goal

  • Create a game that includes elements of emergent game play

Roles & Contributions

  • Programmer

Constraints & Rules

  • None

Mechanics

  • Using your ability to manipulate the earth create walls, pillars and spikes to push or destroy your opponent.

Scope

  • 2 week

Collaborators

 
Pillar.gif
spike.gif

Creating a balance

When thinking up a balance we based our system on the simple rock paper scissors formula

Abilities

Of the three abilities I worked on the Pillar and Spike ability. The pillar would take input from the player to get a start position, an angle and it would be able to launch anything above it to a desired direction. While the spike would emerge from the ground at a constant speed and would be deadly to those who touch the newly emerged or end spike.

ObjectPooling.gif

Object Pooling

I saw online that instantiating and deleting many objects at once could cause some lag and then learned about a thing called object pooling. I wanted to test out object pooling within the prototype by storing the spike objects under the level instead of creating them every time and destorying them afterwards.

 
 

Conclusion

  • Having never worked on a 3D game before I treated this project as an experiment to test my skills on a 3D environment as well as test new concepts I recently learned at the time such as object pooling and using Enumerators.