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 itemsSave states at the end of the pathsSystem sets variablesRespawning loads variablesRespawningalways sends the playerto the start roomCompleted paths stay closedto avoid backtracking
Summary:
The game tracks the players progress through quest itemsfound 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 progressionPuzzles open a door on completionI made a platforming puzzleI 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 madewas
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 objectsTriggered objects
Summary:
There are interactable objects and triggered Objects.
Interactable objects areall the
Objects The player can interact withlike 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