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ROCKET BOOTS

Rockets Boots was my final project for Vancouver Film School's Game Design program. I was responsible for the role of Gameplay programmer as well as Animation programmer.

Primary Role: Gameplay Programmer

Secondary Role: Technical Designer

Team Size: 5

Time frame: 2 Months

Engine: C#, Unity

GENERAL MOVEMENT

The player's movement uses a no-friction physics material that allows the player to run smoothly on any surface. The player's acceleration and speed is determined by the player's use of the Wall Run, Air Dash, or Slide.

Once acceleration and speed has been affected, the player will maintain momentum until the player has either:

  • Stopping due to hitting an obstacle

  • Has not used a Wall Run or Slide after a period of time

  • Has activated a ledge hang

WALL RUN/JUMP

The player is able to Wall Run on colored walls by jumping next to them and holding forward. The player gains speeds and acceleration while Wall Running and can wall jump any time by pressing the jump button.

AIR DASH

The player is able to Wall Run on colored walls by jumping next to them and holding forward. The player gains speeds and acceleration while Wall Running and can wall jump any time by pressing the jump button.

SLIDE

The player can activate a slide by holding the slide button. Sliding grants the player these attributes:

  • If going down a slope, raise the player's acceleration

  • Able to slide under obstacles

  • Unable to turn 180°

LEDGE HANG

If the player barely misses a ledge, the player will be pulled upwards to the surface.

A trigger volume is placed on the ledge and above the player. If the trigger volumes collide, the player will stop, play a get up animation and bring themselves to the surface.

CAMERA

Rocket Boots uses Cinemachine's Free Look Camera. 

© TJAYBU.

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