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Team: 2 programmers & 2 artists.
Project period: 2018, for roughly 8 weeks.
My role: Gameplay Programmer and PR Lead.
My contribution:
  • SaveGame/Progression system
  • UI logic & UI relevant animations
  • Puzzle elements & system
  • Shop system
  • Movement: jumping
  • InteractableObjects
  • Options/Sound & Quality settings

Preface


On this page I'll explain how the following Systems work:
  • Save game / Progression system
  • A progression System that uses save states and saved data to close of paths and place the player back and the Hub/Start room.
  • Puzzle elements & system
  • The puzzle system itself, A puzzle that resembles the pillar puzzles from Skyrim and a puzzle element used in the timed jump puzzle.
  • Interactable objects
  • A system used to interact with specific objects and then Trigger effects on other object.

The Game

This was the first ever game project I worked on.
IndianaBones is a 2.5D puzzle platformer. The player plays as a skeleton making its way through a dungeon full of puzzles. The goal of the game is to complete puzzles, find all your equipment and get out of the dungeon.

SaveGame/Progression
  • Progression using quest items
  • Save states at the end of the paths
    • System sets variables
    • Respawning loads variables
    • Respawning always sends the player to the start room
    • Completed paths stay closed to avoid backtracking
Summary:
The game tracks the players progress through quest items found at the end of each path. This progress is saved after the player passes through the open door at the end of each path. This door brings them back to the starting room. To avoid backtracking the door to each path closes behind the player and stays closed after finishing the path. If the player ever dies, they respawn in the starting room with all the progress they had since the last save point. The progress made with the quest items, besides being used to keep the finished paths closed, also opens the exit to the dungeon.

Progression system in action. The player enters a path, Collects the quest item, sees the door to the finished path is closed and starts the new path.

PuzzleElements & system
  • Puzzles that block progression
  • Puzzles open a door on completion
  • I made a platforming puzzle
  • I made a skyrim style combination puzzle
Summary:
The puzzle system works using a puzzle manager, which all puzzle elements in the game need to go through to trigger completion and interact with their own puzzle. I personally made one of the puzzles in the puzzle focused path and a puzzle element for the platformer path. For the platformer path I setup a modifiable, retractable, platform. It could stay in place, instantly retract, retract after some time. The puzzle I made was a Skyrim style "Turn-Stone" Puzzle. This puzzle works by turning pillars with markings on each side, and pulling a lever when you think you have the right combination If correct the door opens, if wrong the player gets impaled. The correct combination is hinted at through gravestones placed in some of the rooms.

Both the platformer challenge using the retractable platforms and the shape combination puzzle. The gravestones show the combination

Interactable Objects
  • Triggerable objects
  • Triggered objects
Summary:
There are interactable objects and triggered Objects. Interactable objects are all the Objects The player can interact with like buttons and levers. Triggered objects are objects that react to the input of an interactable object. Think of objects like doors or puzzle elements.

The player interacting with different objects in the game Gif missing

Click Here to go to the Github