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Case Chase

In the last few months of the Bachelor's degree, the school has you get together with a few students to design and create a game. We decided to make a puzzle game for our choice. The group collaborated with a game artist group, creating better models and such for the game. 


This game has changed quite a bit. In the beginning, the movement was based on a timer and the player could move freely until time ran out. This got scrapped because of two things, our instructor did not like it, and it didn't really fit into the puzzle type of the game. The game would have definitely come out different if the movement wasn't changed.

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Another thing that was changed was the player originally had a health bar. This was removed because the player could just move to places they shouldn't get to, due to enemies, and end up soft locking themselves. It would force them to restart the level to get out of it. 

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I am, currently, trying to get the game to work on itch.io. However, because some of the files are so large, and with Unity trying to move the game to an HTML based executable, it does more than just break it.

The Game!

The game is about a detective rescuing children who are scared. The levels are filled with different hazards, switches, enemies, and other mechanics the player can interact with. The main draw about the game is that the player needs to solve a way to get to a location. When the player presses W, the avatar will go upward until it hits a wall or hazard. Same goes for A, S, and D. The player cannot just stop in the middle. Some of the mechanics do allow the player to change the map, opening access to new areas of the map. There are some images below to showcase a few portions of the game.

LAZERS!

This is a laser setup that the group used in the game. Mind you, I did not fully create it. The basic code for the raycast was created by another member of the group. As that member could not continue with classes, I took over it. I refined the code, cleaned it, and added a way for the laser to be able to hit multiple receivers. I, also, changed the model to allow better contact, making it look nicer. 

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This mechanic is very similar to the lock/key method. The player needs to go to the starting laser and using keys Q/E, rotate it to line up with the appropriate receiver. 

Thine Interface for Users

The interface in the game was handled almost exclusively by me. If something needed to be added to the interface, or some code needed to run for it, I did it.  One reason for this is that I was the best one out of the group to do it. It was fun to create the UI. I kept wanting to add things that would be in a AAA game, but weren't needed for the class. One particular section that involved my creativity was the Debug screen. It allowed me to add things that would help in the process of developing the game and I was free to add whatever was deemed helpful. Another reason why I was the sole creator of the UI is that the group wanted to keep the UI theme consistent. We felt that having multiple people do it would create a lot of troubles. The interface went through several different versions. At one point we had a health bar, but that version of the game is lost to the deep depths. Below are some images of said UI.

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