Quick Styx
Specifications:
Engine: Unity
Platforms: Windows PC, WebGL (not optimised, and reduced content)
Language: C#
Role: Programming/ some Design
Start: 4th October 2021 End: 1st December 2021
Overview:
Quick Styx is speed based game where the player collects spirit throughout the map gaining max speed, aiming to get to the end as fast as possible
Once the player has reached the end they can save their score to a locally stored leaderboard once saved the player can go back to the leaderboard view their previous times and select to compete a ghost version of that save
Project Development:
This project was produced by a team of ten year 1 students from multiple different disciplines (5 artists, 3 designers, 2 programmers) the project was developed in two months including pre-production, this was the first Student group project everyone but the programmers had worked on.
During this period we learnt how to utilize everyones field and strengths also to communicaote well within a team.
Complications/solutions:
Boat Boyancy:
We wanted to replicate the boyancy bouncing and torque that a water craft would have. Initially we had four spring-like forces one for each corner of the boat, but due to other problems that arose from that ended up with using one central spring just to keep it boyant.
Boat Teleporter/Seemless gameplay loop:
Aiming for a seemless, fully interactable gameplay loop we decided to use portals in order to transfer the vehicle from a limbo (Menu) state to river (in game) state. Some of the troubles that arose were maintaining the same angle when entering and exiting the portal, overall creating these portals challenged our understanding of matrix and vector math.
Boat Aerial:
Initally we were ambitious in wanting the player to have almost complete aerial control of the boat, but due too time constraints and the controls not being newcomer friendly we decided to use impulse rotations where the player would press a series of buttons and peform a set rotation.
Scrolling Leaderboard:
We almost made a scrolling leaderboard from scratch, whilst most of the functionality was there (scrolling, and loading apropriate date) when people wanted to add a tick box inorder to chose what ghosts they verse Unity had some problems when changing tickbox values via code and we had to resort to using Unitys Scroll View object.
My Role
UI Design and Navigation: The design of the multiple UIs ensuring that it was functional.
Score saving & ghost replays: Saving the needed information to locall files such as scores and player replays, also making sure the replays are being recorded, saved and loaded properly.
Script Cohesion & Game Logic: Ensuring all the scripts that were created are working together and creating the overall game loop.
Music and Sound FX: Thinking of and implementing all the sounds in the game making sure to play each sound when needed.
Leaderboard: Spent a decent amount of time creating the leaderboard for the game with all it's functionality.
Tiny aditions: Thinking of and implementing a bunch of tiny aditions such as a moving skybox and a minimap (not in final build)
Managing GitHub: Managing all pull and push requests from the team throughout majority of the project
Find the Game:
Project Files: HERE
WebGL Playable Version HERE