Geometry Spawning & Control
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Geometry Spawning & Control - A final year Uni unit Advanced Game Development required me to bring together skills learnt from my degree to work with industry standard game engines to develop and prototype game mechanics whilst exploring their potential.
Of the three options, the mechanic I selected was geometry instancing and control which required several different 2D geometries with varying behaviour patterns inspired by "only geometry and tunes". As a player progresses through a tune in the level, different geometries need to spawn, carry out a behaviour pattern and de-spawn from the environment where necessary.
A fundamental pattern in the game was to make at least two or more different geometries actively present in the scene at any given time. All of the shapes used in the game are from Unity. The trail renderer behind the main player square is also a unity component which was used to effectively show to the user what power up is active. The object pooling pattern was used to handle the spawning and respawning of multiple different objects which maintained steady frames. Additionaly, co-routines controlled the point at which lazer beams appeared and how they moved in sync.
The mechanic itself is something I see being contributed to a larger scale game. It is optimized for adding as many objects as you like and opposes challenging scenarios to the player to keep them engaged in completing the tune. I learnt how to design and test prototypes of various behaviours before coming to a concise conclusion on what features must be implemented across shared classes.