Game State Management

Each level can be in many different states, keeping track of states within a level, and saving out level states to disk is an important requirement given the length of gameplay.…

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Trigger Systems

I like to build systems and components that other designers can use to speed up their workflow, and/or get specific functionality without having to write custom scripts.…

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Conversation

In Consigned to Oblivion a conversation is a linear exchange with no options or alternative lines and basic dialogue follows a prompt -> response format.…

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Portals

In our game we wanted to make areas that would go around and around in a circle, but only in one direction. Teleportation was the obvious answer, but to make this a seamless experience for the player we needed a way to teleport them without them noticing.…

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Inventory System

Given the small size of the game and the amount of items considered, it makes sense that an inventory system should be very simple.…

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Colour from Music

With a saturation system in place, we now need a way to feed it data from the audio of the game. The observable saturation in the area should be proportional to the volume of an ``AudioSource`` (object making noise) as observed from the position of the ``AudioListener`` (player).…

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Desaturation Shader

One of the main concepts of the game is that sound triggers a visual response by bringing colour back to a grayscale world, we can achieve the visual part of this by first creating the world in colour, and then, use shaders to manipulate the saturation of the render on the gpu.…

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Sound

We were running short on time, and i did not really have too much time…

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Object Pooling

I wrote an object pooling solution for another project some time ago, the implementation in…

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