Jonathan Jennings's profile

Lenzo's Halloween Adventure(Unity 3D Personal Project)

Happy Halloween!
You can play Lenzo's Halloween adventure here !http://jjenningsgames.weebly.com/lenzos-halloween-adventure.html
Lenzos' Halloween adenture is a 2D-3D platforming game hybrid  Developed by my  friend / Game Designer Travis Vanessen  and programmed by myself  over a month long sprint in october and we made the game available on october 31st. This is one of the first gams I have worked on where I take a backseat on the design decisions,  so much of what i display and talk about here will be more about my implementation  , scripting componenets i made , and different features i wrote versus the design of the game itself  .
 
I want to to offer a special thanks to Phyne Games , Sou Chen Ki , Bitgem, and Urbanity for their amazing models  , they made it so all we had to do was focus on making the game !
This is a title logo I created using a text generator  it was a lot of fun making something I felt communicated the spirit and tone of the game.
Here is the games title screen, it was pickedo ut by friend and game designer Travis Vanessen ! I think he did a great job ! 
Here is the character select screen , Lenzo has 7 costumes to select from and the costume-less Lenzo is the default version of Lenzo .
The locked characters are blacked out and unselectable , the moment the in-game unlock prompt is displayed the character becames available for the user to select.
Lenzo in his Astronaut costume is my favorite character of all of them !
By using playerprefs , a built in unity persitent variable ,  we were able to track the selected player from the character select, into the 2D levels, and  spawn the orrect charactr at the start of each level.
Our UI for this game is pretty simple here we show the current collected candy count by the player as well as our pulsating secret zone text / indicator. as the player gets closer to the secret zone entrance the text pulsates faster  .and the further the player gets the slower the text pulsates .
The defeated enemies explode into amazing particles !
Once a piece of candy is collected , it's particular candy Id Is written into memory and saved , then when the player returns to the level that particular piece of candy is gone and we save their stored candy count in memory .   The candy objects themselves are randomly instantiated to keep with the spirit of Halooween, you never know exactly what you're gonna get !
This is the  sidescrolling  secret level , a 2D vrsion of the game in which the layer trys to navigate a 2D environment using platfrms and avoding enemies .  if a player is hit they are returned to the main 3D level and the secret level entrance is locked .
These are the moving platforms  the player uses to traverse the 2D levels.
One of the most challengign things about this game and working co-operatively with my friend was giving him generic tools he could create specific applications of . this is an example of the moving platform script I wrote for his usage .  There are two parts of the functionality, trigger objects that reverse the platforms direction and the platforms themselves which have speed parameters a well as the ability to enable delayed movement.  My hope was that these simple options would allow him numerous possibilities in terms of platform implementation variation.
The enemy AI  I wrote was a lot of fun as well, the enmies basicaly function in zone type areas, where ever they are place in the engine becomes their center of patrolling . there are various parameters but basically we give the eneies a patol radius, patrol movement and speed an as long as they don't see Lenzo they just patrol their given zone .  Once They see Lenzo they approach him an begin attempting to attack Lenzo . 
Here is the Script and the adjustable parameters for the individual enemies . At its core each enemy has 3 options for how they will move option 1, they simply stand still in their current location , number 2 they are assigned a location in their zone and walk towards it and once reaching that position will re-assess how to move. lastly they may choose to move back to their initial position . 
 
The most important parameter here is the movement radius because it tells our AI where their given zone extends to .
My favorite implementation / addition to this game has to be the fact it can be played with an xbox 360 controller . Being a console game fanatic being able to play games with a controller is a dream come-true for me . So the option of  Being able to play this game with a controller or mouse was one of my primary focal points.  The controller implementation was made possible using Unity's built-in input manager and lots of testing lol . Still once all was said and done we pulled off the controller implementation and disregarding a hiccup here and there i couldn't be much happierr about how we implemented it !
Here is a screenshot of the input manager for this game, I had to create the inputs here and then reference them in my code. here is the wiki page I used to figure out which axis and joystick inputs worked with which buttons. 
Lenzo's Halloween Adventure(Unity 3D Personal Project)
Published:

Lenzo's Halloween Adventure(Unity 3D Personal Project)

Lenzo's Halloween Adventure is a 2D/3D platformer I made with some friends during the month of October for halloween

Published: