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SWINGER (WIP)

ABOUT

This is a project that i decided to create to test myself creating new mechanics for games. I thought about creating a type of grapple hook game and how i could implement that in game play, i thought about a player vs player scenario, or an obstacle course type level. However these were very restricting on how you could use the hooks. So i thought of a simple time trial on a large level gave the player the freedom needed to use these mechanics.

GAMEPLAY

 

In this game, the player must switch between the shoot tools:

-Red blocks: Basic projectile

-Blue blocks: forward propelled grapple block

-Green blocks: vertical propelled grapple block

Holding left click will grow a block in front of the player, releasing left click will propel it, for the blue and green blocks, another click will stop the block in its place.

The player uses the red block to knock obstacles out of the way, whilst using the other two to place and then grapple to. 

Pressing 'q' will send a grapple to a block, 'e' will reel the player towards the block, and 'x' will cancel the hook.

The main focus of this project was to create game mechanics that i had never worked with before. So i created a grapple mechanic for the player to swing around the level with. The code screenshots below display the code functionality for the grapple mechanic, it was created with a unity specific joint component called 'configurable joint'.

CODE

The 'CreateJoint()' function configures the configurable joints settings so that the player will be limited to a certain distance away from the hook point, this distance is passed as a parameter to 'CreateJoint()'.

The actual hooking of the player is all created within the 'FixedUpdate()' function. This behaves like the Update function, however it is much better for physics calculations, such as what is taking place within 'CreateJoint()'. 

I am a 20 year old Student currently studying Games Development at Buckinghamshire New University. I am an aspiring developer with a motivation for programming and developing games. I am predominantly learning programming for games in C# as well as advanced C++ in more practical applications.

 

My main interest is programming AI, of which is the basis of my dissertation for my final year at university. I also enjoy creating new and creative game mechanics, developing for VR, and learning new programming languages and methods.

Part of my passion for this subject is taking part in Game Jams and competitions such as the 'Brains Eden 2018' game jam and the 'Search for a Star 2019' competition.

I gained a first from my first two years at university and whilst completing my final year, i hope to develop my skills more and produce more games and projects of a higher standard.

Justin Ross Leatherbarrow

JustinLeatherbarrow@hotmail.com

07712249063

 

CV

<< SKILLS >>

Personal

- Team Working

- Problem Solving

- Dependable

- Hard Working/         Motivated

- Creative

Fields

- AI programming

- Gameplay Mechanics

- VR development

- Game Engine development

- Basic Network Coding

- Basic Shader programming

<< CONTACT >>

Languages

- C#

- C++

- OpenGL & C

- Cuda (Basic)

- Lua (Basic)

Software

- Unity

- Visual Studio

<< HELLO >>

Thank You

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