Descent
Pitch!
A young girl is lured into a dark cave, and must now use her newfound abilities to jump, dash and smash her way forward
Gallery
Trailer
Main Contributions:
Rendering system
Level parsing and loading
Background parallax
Camera system
The camera system is the part of the game I'm most happy with.
It's got a "deadzone" (the camera stands still) if you're in the center of the screen.
It's got a framing algorithm that gradually ramps up the camera speed as you move towards the edges.
It's got adjustable "soft zones" where it ensures at least a set amount of screen space is always in view in front of the player. This means that no matter how fast the player is moving it's guaranteed to never go off-screen.
It's got "framing zones" where it bounds the camera inside an arbitrary rectangle such that it stops and waits for the player to walk off-screen before smoothly panning over to the next zone to follow the player again. This makes every puzzle feel contained yet keeps the map as a whole fluid and open.
The system is made to be robust and can handle things like smoothly switching framing zones even whilst already in a transition from a previous zone. All and all, I'm very happy with the result.
Team
Artists
Alfons Nordblad
Elsa Söderpalm Patel
Teddi Andersson
Vincent Lu
Programmers
Melvin Ringheim
Björn Frenzen
Vidar Habacke
Linus Bensryd
Filippa W Lindgren
Linnea Lindblom
Animators
Jacob Fridholm
Anna Sigfridsson
Level Designers
Alexander Thambert
Alexander Sjöberg
Music
Danheim