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SUPERCHARGED

ROLE

System Programmer

DESCRIPTION

A fast paced first person parkour game along with many puzzles to solve. Our player is trapped within a computer. We must solve some puzzles, escape enemies, use our parkour skills to our advantage to finally Supercharge the PC so that we can get out of the computer.

MY CONTRIBUTION

  • Wrote clean and optimized code.

  • Made interactions system using Interface concepts.

  • Made puzzles to solve (Rubiks Cube, Lever system, screw opening, Connector wire switching).​

  • Made ammo regeneration system on doing wall-run.

  • Made 3 different enemy AI(Patrol, chase, and attack) using behavior tree and black board.

  • Made objective system(Text and floating marker on screen).

  • Made wall and platforms spawning from gun on shooting.

  • Made zip-line system.

  • Made catapult system.

  • Made trembling platform like in Fall Guys.

  • Made switch ON/OFF system based on multiple conditions.

  • Controlled wire and switch material based on ON/OFF state.

  • Made fan vent air thrust system.

YEAR

2023

GENRE

Action/Adventure

PLATFORM

PC

MECHANICS

WALL AND PLATFORM SPAWN

The player uses line trace to spawn a wall or a platform to use in the environment. The code also implements calculations for the players rotation with respect to the world and tag checking to spawn the platform and wall with the proper rotation and offset.

INTERACTION SYSTEM

The interact widget on an actor showing "Press E To Interact" uses interface receive the distance between the player and the object, and according to the distance the text on the widget would change.

ENEMY AI

There are three types of enemies and all of them implement AI code running. The follow type enemies use the distance between the player and itself to follow.

ZIP-LINE

The Zip-line on interaction attaches the player to the spline component and moves the player on the set path.

FAN WIND

The player gets launched into air because of the fan wind and the players size. The wind uses LaunchCharacter to launch our player once he gets in the air flow.

CATAPULT

The catapult system throws the player upward when our player manages to drop a heavy object on the other side of the slab.

TREMBLING PLATFORM

Like many unstable platforms, the Trembling Platform begins to tremble once our player steps on it, and in a matter of few seconds, it falls down. 

The platform uses timeline to tremble, and on a delay, the physics gets turned On.

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