Role
Project Lead
Year
2019
Category
About This Project
This was a 3-month 'vertical slice' built as a proof of concept. The challenge was to mash two totally different genres together: 2D block-building and 3D platforming. It’s a dynamic race to the top where Tetris pieces cascade down and change the path every time you run it. To keep things interesting, events were added to erase the floor, increasing difficulty and tension. There are powerups like double-jump and speed boost to help with the platforming side of things.
Project Gallery
Technologies Used
Engineering Challenges
Mixing 2D and 3D: The biggest hurdle was taking 2D grid logic (like Tetris) and making it work in a 3D space where a player could actually jump around on it. It took a lot of trial and error to make sure the physics felt right.
Randomized Pathing: Since the blocks fall randomly, there was a concern on making impossible paths the player would never be able to climb. However during play testing it was found that players enjoyed the chaos, so the power-ups and player mechanics were the main focus to allow players to get control back and use skill to navigate difficult block patches.
Technical Highlights
Power-up System: Simple state-based system for the speed boost and double-jump so they felt snappy and responsive.
Dynamic Floor Events: Timer-based event system that clears out the 'safe' ground, which added an extra layer of tension for the player.