You are pulled towards a black hole and you need to run away from it to survive, the longer you run the bigger the scale gets until there are mountains and lakes getting pulled into the black hole. The length is infinite and you can run as long as you can. You can pick up power ups to make it easier for a short time.
Role: Gameplay Programmer
2 weeks
10 team members
Engine: Unity
Programming Language: C#
Device: PC
Sadly, this is not the version that was used in the final version of the project. But I felt like including it here because I am proud of my work.
It used an IEnumerator to spawn the obstacle prefabs along a line off-screen. It reads a text file where it gathered the information of what obstacle prefab to spawn, where to spawn it and how long spawn delay it had.
This Spawner was not used in the final project because according to our team it seemed too complicated. Which made our team decide on using a simpler spawner.
The power-ups simply gives the player invincibility, the ability to destroy obstacles and speed.
It was very simple to create the different powerups. I used a switch case function to know what power up collided with the player. I used Unity's own OnCollisionEnter Each powerups that were spawned had it's own tag that indicated what kind of power up it was. Which made it easy to know what power it had, and apply that to the player gameobject. Since it was a simple tag system, it is easy to build upon.
What I learned
My biggest learning point during this project is that projects with too many team members don't really work. Because when there is too few tasks that have to be divided over many people, some people doesn't have anything to work on. Which is wasted worktime.