A 2.5D Cinematic Action-Platformer. This project is born as a result of a bet between friends. Since 2010, I have been doing small tests with Unity3D, but no projects or prototypes. This project has helped me to try to learn the basics of the engine and gain some experience for future projects.
The prototype implements a functional character player with some of basic states: idle, runing, sprint, jump, crouch, crouch walking, shoot, reload, falling damage and death by high falls. The development was focused mainly on the player implementation and the visual style for future game levels (mainly lighting tests and retro look & feel). No enemies or items/power-ups implemented.
The project uses free assets from the Unity Asset Store, including part of the Angry Bots tech-demo assets from Unity3D 3.4. In this prototype I’ve used PlayMaker to develop the state machine and behaviour of the player and another entities.
This project was cancelled due to several technical problems with 3D assets (old assets from Unity3D 3 and 4 versions, not compatible with new material system in Unity3D 5) and other related problems.
Second prototype
In late 2016 I’ve started a new prototype, using new assets compatible with Unity 5 and tried a new visual aesthetic. This prototype want to replicate the basics and look & feel of Shadow Complex, a game that has influenced me deeply in these years since I played on XBox 360 in 2009. In this prototype I’ve experimenting with the postprocessing effects (before the PostProcessing Stack v1 & v2 implementations by Unity), IKs using FinalIK plugin, a dynamic camera system, and a multi-weapon system.
Third prototype
In early January 2017 I’ve tried again with a new prototype with a more simple approach, but I didn’t continue working on it after a couple of weeks to focus on a Master Degree in Game Development with Unity that I’ve started in November 2016.
This version was intended to be more simple in the mechanics, more old-school in a way as was Prince of Persia or FlashBack, mainly to avoid to deal with complexities of the IKs and free aiming. This time, I implemented my own FSM in code instead of use PlayMaker.