Space Runner

The game is school project prototype made in a month. It combines the features of an auto runner and adds the FPS element to it, while having extensive parkour-like movement options.

Team :
Axel Cotton
Joé Leduc
Gabriel Perreault Brousseau

Timeframe :
4 weeks

A parkour, auto-runner, FPS

Since movement was at the core of the design, I decided to code an entire parkour-like character controller including options such as : crouch, jump, hyper jump, wall running and wall jumping.

The player has access to five different guns that each have their own behaviors, advantages and disadvantages. It might be important for the player to choose the right tool for the job, however he chooses tackle obstacles and enemies.

As a designer

This prototype revealed my passion for developing an expensive and elegant character controller, as well as my first steps in more complex coding architecture and integration

Theses screenshots are a small part of the overall effort I had to put in to get the controller as far as I knew it could get.

The feel of this controller is probably my favorite so far, because it enables plenty of options and let the players express themselves through the vast movement choices available.

Including the coding, I also realized the importance of blocking, whereas I could measure the fun factor of the gameplay without having to heavily invest in the looks of the game.

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