Cristian Villaran's profileUF Digital Worlds Institute's profile

Sloped

Sloped
Gameplay
You find yourself barreling down the side of an unstable mountain trying to stay ahead of an oncoming avalanche.

Weave your way in between trees and rocks and try to survive!

Sloped is an 3D obstacle course game where you uncontrollably move forward and wave through obstacles trying to stay ahead of certain death!
Builds of Sloped
You can find some build in this drive   https://drive.google.com/drive/folders/17oLmwosPMLvGi3yDDki_2vNy6vnmn23T?usp=sharing
or you can find them on Itch.io 
Note: as for now, all of these builds will be applicable for windows computers only
Development Process
Proof of Concept
Sloped began with me testing my skills in programming C#. I had to get a simple object to move smoothly from point A to point B on an inclined plane, and have the camera follow that object.
Very Early Testing of Movement Programming
It was rusty, but after several iterations and a lot of research on vectors, the code worked. I made a lot of adjustments for visual effects in the movements as well as speed values as they were a lot of manually-simulated forces acting on the car at all times.
Short clip of the car turns when the player strafes. The rotations of which were calculated in the following code.
The Script that controlled the movement of the car became extreme complex overtime, but summed up to calculating the various forces enacted on the car such as gravity, the pull downhill, player speed for forward and backward momentum, a separate player speed for sideways momentum, and more. All of this was calculated in this line of code.
The single line of code that all the other movement calculations funnel through is a simple method summing up every Vector3 variable calculated.
The single line of code that all the other movement calculations funnel through is a simple method summing up every Vector3 variable calculated.
Formation of Final Game Loop
The game loop is as simple as getting the player car from point A to point B successfully. And as long as I could program a system that allows the player to do this over and over, and make that task somewhat challenging, I would have a successful game loop. 

I will get into the replay system later in the Menu Programming section, as in development the replay system was a Reset Scene Script tied to the "R" Key. It becomes much more complex with menu programming involved.

With the movement down, the main aspect that would finalize a game loop is a challenge, and I intended to do that by adding a lot of obstacles that will slightly slow the player if not evaded in time. But to do that, I needed to program a slow mechanic.
An example of the slow mechanic in action. It is also signified by an icon, and the destruction of that object
Menu Programming
To quicken the pace of programming multiple menu windows and simplify the code a bit, I used the Unity Game Jam Menu Template package
As you can tell, I changed the visual aspect of this menu a lot, but underneath the surface, the code is mostly the same. 

Something I learned from this package is how to use and create scriptable objects and how they can be used to centralize your information. All the colors of fonts, buttons, and windows, all the font choices and styles, all of it stored in a single scriptable object, and if you change the information in that object, it updates the whole game. I found this to be extremely useful.

I also found this menu system very hard to work with as it involved a lot of unexplained code and methods that I needed to learn on the fly. I succeeded, but at the cost of many headaches.
Polish Polish Polish
A low poly model of a snowy mountain created by my close friend, Margot Menendez.
Credits
Sloped
Published:

Sloped

Published:

Creative Fields