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My Contributions

Project Passing Gate

  • Team size: 6

  • Dev time: 4 weeks

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3D top-down isometric action platformer heavily inspired by the combat and esthetics of Death’s Door along with the movement and storytelling techniques of Hyperlight Drifter.

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IceBlock - Platform

     Ice Spells

I created all of the Ice spells in Passing Gate

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Homing Projectile

Homing Projectile

I created a homing projectile for Passing Gate 

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Dashing Mechanic

I created the dashing mechanic in Passing Gate

Contributions Details

The Spells in Passing Gate was themed after the level you were currently on. My responisbilities during this project was to work with the designer in charge of the Ice Level. We came up with A powerful short-range shotgun iceblast, And a Iceblock able to morph depending on the situation it's applied to.

IceBlock - wall

Use it for blocking enemy attacks!

IceBlock - Platform

Use it to bridge pits & chasms!

Ice Shards

In a nutshell

Ice shards spawns three projectiles at the player position, the LeftShard & RightShard is offset by the same angle from the MiddleShard

Ice Block

In a nutshell

Ice Block is spawned by a two-step process. When the player activates the spell for the first time I call preparingToCast(),
This function spawns a moveable non-collideable version of the IceBlock at mousePosition (SpawnPos), The spell continuously checks if it's above ground or not. if the spell is above solid ground it will morph into a barrier wich the player can use for cover, if it's not above ground the IceBlock will morph into a platform at current ground level. If the player chooses to activate the spell again the IceBlock will "Solidify" and become collideable. A timer will start at this point and when it runs out the IceBlock will self-destruct

Ice Spell

Passing gate is a bit of a weird beast. Even though it's a platformer we didn't give the player the ability to activly jump. Pretty much all of the plaforming is done horizontally using dashing.

dashing

Dashing Mechanic

In a nutshell

When the player activates dashing, I take the current velocity and multiply it with DashPower, and then force movement in that direction with the new velocity for the duration of the dash. I also disable the gravity to keep the player from losing altitude during the dash.

Dashing Anchor
Homing Anchor

We originally had planned to include enemies that was supposed to fire Homing Projectiles at the player. However we ended up not using this in the finalized game due to prioritizing other more pressing tasks.

Homing Projectile

Homing Projectile

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