Overflow


A first person parkour game, where the player has the ability to change the direction of gravity 90° to the right or to the left. The player's objective is to reach a certain speed and a portal located somewhere in game space. The faster the avatar goes the more the game space and music intensifies.

This project was made in 3 months with a team of 4 students. The game is for PC and is played using a mouse and keyboard.

Recap :

Genre : 3D 1st person Parkour Game

Platform : PC

Software : Unity, FMod

Team : Simon de Villele, Stephane Villagordo, Guillaume Houard, Alexander McVeigh

Time to develop : 3 months


Base Game Mechanics - Gravity Switch

The player controls a Capsule shaped avatar with the ability to change the direction of Gravity 90° to the left or the right following the forward axis (direction of the camera or z axis in unity). When the player hits the "A" Key on his keyboard Gravity rotates 90° to the left and when they hit "E" gravity rotates 90° to the right.

 

"Gravity Rotation" is the core mechanic of the game and follows these rules :

  • Gravity can only be in 6 different axis
  • The axis the gravity rotates to changes depending on the orientation of the camera
  • The player can only rotate gravity once between contact with the ground

 

The first rule means that gravity can only change between six states : down, up, forward, backward, left and right (cf, sketch1).  This allows the level designer to have a better control on planning out player actions and limits the potential chaos this mechanic would generate without this rule.

 

The second rule is explained by the image to the right (cf, sketch2). The camera is always facing more towards one of the possible gravity orientations. When the player decides to switch gravity, in this case to the right for example, then the gravity will switch 90° to the right of the orientation that the camera is facing more towards. 

 

The third rule means that the player cannot rotate multiple times whilst the avatar is in the air. "In the air" means that the avatar isn't in contact with a surface below it. This rule allows for more interesting challenges to be made by the level designer.


Créez votre propre site internet avec Webador