NoodleJump  is a VR jump and run game with collectable items and a boss fight at the end. It was originally developed like a GameJam game – together with a friend of mine over the course of a weekend. We later added two more weekends to its development.

For the controls and VR related parts we used VRTK. Except for walking, which we used the arm swing for, we had to code the features ourselves. Jumping was implemented by pressing a button on both controllers, throwing the arms down and releasing the buttons – similar to the movement of a ski jumper. The strength of the movement dictated the power of the jump. There were also further mechanics in form of collectable items, most with a movement ability and some with a combat oriented one. Notable examples include a bow and teleport arrows, both of which we had to code ourselves as well because the framework didn’t provide them.

On top of that there was a boss at the end of the jump and run level. The fight played out by constantly staying in motion to avoid getting hit. On some of the platforms around the boss were spawn locations for the items and charges for both the combat and the movement items.

The roles of the team were distributed as follows: I was in charge of coding while Alexander Linke was creating the art. Game- and leveldesign we did together during whiteboard sessions.


Date: Q1 2019

NoodleJump
Published:

NoodleJump

Published: