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Pitch

"Sent from her dying home to find a new one, biologist Nova finds herself lost on a foreign planet. Jump, glide, break rocks and learn the story of this strange place."


Summary

Role: Gameplay and systems

Reference game: GRIS

Game Engine: The Game Engine (TGE)

Level Editor: Unity


My contributions

Because this was the first project outside of Unity, we needed a completely new Game Object and component system.

I assisted in making all of the player related functions and mechanics. This includes jumping, double-jumping, holding down jump after to glide and a expanding force wave that breaks nearby destructible objects. This also includes timing a lot of animations.

The game consists of a bunch of different props that the player interacts with and that can interact with the player. Jump pads, falling stalactites, an updraft area, timed platforms, destructible objects, low gravity zones and triggers.

I made the behaviour for a simple patrolling AI and the behaviour for an animated decorative flying whale.

Our "scripted event" was that the player had to find a love letter in an early level, which they then had to place at a grave in a much later level, which causes enemies to switch their sprite and become friendly.

All of the collisions and colliders were either coded by me or I assisted in writing them.

I implemented functionality for the menus, such as level select, options, play and quit buttons.

With the menu came making sure it looked like what our talented graphical artists wanted it to look like, I was responsible for making sure the final implementation followed their layout and example.

A simple dialogue system for whenever you found a logbook, the logbook was displayed and after that the main character spoke with their AI assistant, I was responsible for coding this functionality.

I added a checkpoint system that allowed the player to not have to restart each level from scratch.