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Student Project: Pillbot
The player pulls themselves and the orb (Blood cell) close to each other to reach vast distances.

The player pulls themselves and the orb (Blood cell) close to each other to reach vast distances.

By using the pull mechanic, the player can also swing themselves like a grappling hook if they are careful and don't hold the button for too long.

By using the pull mechanic, the player can also swing themselves like a grappling hook if they are careful and don't hold the button for too long.

By using the push mechanic, the player can shoot themselves, or the object too distant points.

By using the push mechanic, the player can shoot themselves, or the object too distant points.

Using the push they can get to places previously unable to reach.

Using the push they can get to places previously unable to reach.

The wall detection uses a ray to trace if it hit a wall or not. It was the best solution on the limited amount of time we had but ended up disturbing the later code of having the character follow the mouse.

The wall detection uses a ray to trace if it hit a wall or not. It was the best solution on the limited amount of time we had but ended up disturbing the later code of having the character follow the mouse.

The wall slide detects after finding the wall detection and bases it on the side of the character if it is supposed to slide or not.

The wall slide detects after finding the wall detection and bases it on the side of the character if it is supposed to slide or not.

Wall jump functionality works in the way that it would detect the player's direction and if it is sliding, then launch the character in the opposite direction when they pressed the jump button.

Wall jump functionality works in the way that it would detect the player's direction and if it is sliding, then launch the character in the opposite direction when they pressed the jump button.

The head move using the joint of the head of the character and then tracks down the position of the mouse to find its position. This made it much easier to clarify where the player was aiming.

The head move using the joint of the head of the character and then tracks down the position of the mouse to find its position. This made it much easier to clarify where the player was aiming.

Then to make the body turn we had to first check it was not moving to not hinder the wall sliding blueprints and then we simply rotate the actor at 90-degree angles.

Then to make the body turn we had to first check it was not moving to not hinder the wall sliding blueprints and then we simply rotate the actor at 90-degree angles.

In the game, there are dangers. Worms that come out at a set time, acid pits that you can fall into, or even dropping acid.

In the game, there are dangers. Worms that come out at a set time, acid pits that you can fall into, or even dropping acid.

The player needs to avoid these dangers, using the mechanics previously mentioned, or by wall sliding. 

The traps were pretty easy with a simple death trigger and few addons such as constant location transform or animation montage.

The player needs to avoid these dangers, using the mechanics previously mentioned, or by wall sliding.

The traps were pretty easy with a simple death trigger and few addons such as constant location transform or animation montage.

The UI of the lives was determined by the lives set inside of the character object, then I simply looped it to create that many assets in an array which were then used to determine when the player lost a life.

The UI of the lives was determined by the lives set inside of the character object, then I simply looped it to create that many assets in an array which were then used to determine when the player lost a life.

Switching the cameras was actually never a mechanic we intended. At first, we would have still cameras to give the player all the visual feedback they required, but it lost the sense of motion that I implemented this change to give a possibility for both.

Switching the cameras was actually never a mechanic we intended. At first, we would have still cameras to give the player all the visual feedback they required, but it lost the sense of motion that I implemented this change to give a possibility for both.

An overview of the tutorial, with a breakdown below.

The initial tutorial in the editor. Where you can see the placement of checkpoints, cameras, and each object and get a bigger overview of the tutorial design.

The initial tutorial in the editor. Where you can see the placement of checkpoints, cameras, and each object and get a bigger overview of the tutorial design.

An overview of level one and its pathways. With a breakdown below.

An overview of level 2 and its path and puzzle element. With a breakdown below.

Student Project: Pillbot

This is a team effort between 6 students in 7 workdays (2 weeks but only 7 where we had time to work on it). I was part of the design and had no work done with the art except as an advisory role for the needed design elements.

I worked hard on the levels (Level design and art, making them prettier and easier to look at after a blocked out gameplay sketch), game design for the necessary mechanics and tools, and as the organizer. I made it very clear of what needed to be done and added tasks as they arrived of things that have to be created, or things that are secondary if there is time. I broke down the game first into a document to clarify the direction of the game and to communicate through the team.

You can play the game for yourself here:

https://drive.google.com/file/d/1krGu6g87ZHHwOw8pm_hX5QJCx-XEFkzd/view?usp=sharing

If there is any problem with the link, please let me know!

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