SUPERCOLD

4 Week Project

SUPERCOLD is a short demo I created for Game Tech which took heavy inspiration from SUPERHOT.

Role
Solo Developer
Engine
Unity
Timeline
Game Tech Semester

Mechanics & Tech

Animations Demo
Timelines & Animations

In the development of SUPERCOLD, one of our requirements was to incorporate timelines and animations. I took this one step further by introducing the player's model running while being fired at, while an emergency siren is sounding to set the atmosphere.

Pathfinding Demo
Dynamic Pathfinding

An essential requirement was to incorporate pathfinding. This is an incredibly important tool, and I am glad that I learned how to use it and apply it to different characters in the same scene to solve issues that occurred during active gameplay. Also, fun cameo from M-O!

Triggers Demo
Level Triggers

An additional requirement was to incorporate triggers which would lead to the timelines. This trigger had remained throughout my development, and I never thought about changing it. I figured, "Oh, the grate is a perfect spot for a trigger, can't be missed."

I was very wrong once I brought the game to testing, and realized that I had to make the trigger more obvious and impossible to miss without fail. Lesson learned in UI/UX signposting!

The "Supercold" Swap

Swap Mechanic
Rocket Vantage Point

Finally, the reason why this game is titled SUPERCOLD. In the game I created a mechanic where the player can swap places with the enemy. While they swap places, time is slowed down for a short duration which gives the player the upper hand in attacking and dodging enemy fire (which may be their own). In addition, the player heals a slight bit of damage just to make it easier.

Lastly, a great strategic advantage of the swap mechanic is that it allows the player to gain vantage points. In the current build, the player must teleport up to the enemy in order to hit the button to win. It is an oversight as I watched many players fall and kill the final enemy which was the original target. Due to crunch, I had to opt for the button, but in a future build, I would absolutely refine the script interactions to allow the enemy kill to be the true win state!

Get In Touch

steveneb0212@gmail.com GitHub LinkedIn