Sundiver
Pitch!
Embark through the desert on a grand quest to reach great heights through the power of ancient crystals, but beware, you're not alone...
Gallery
Trailer
Main Contributions:
Worked on player movement and player feedback
Worked on the ship stealing mechanic
Wrote the enemy AI
Wrote a tool for level designers for use in designing and routing the player tracks through the levels
I think my largest contribution on this project was the pathing tool I wrote for the level designers.
The game was based around the player moving their ship on a grid to grab pickups and avoid obstacles. Since the level designers would need to align every gameplay element with the grid they needed a way to see it. The tool I wrote to aid in this allowed them to intuitively and interactively design and route the player tracks through the levels.
The general player path can be can be manipulated with gizmo control points and the tracks will be displayed as blue lines.
The different events (enemy spawns, etc...) placed along the track are shown as green lines linking the triggering track position to the object the event is sent to.
A orange frame is also rendered at the player (and other moving objects on the track) allowing easy visualization of the possible positions where it could be at any one time.
The system is flexible and supports any number of tracks and track spacings.
Team
Artists
Josefine Rosenlind
Ditte Galsgaard
Sarah Olofsson
Lucaz Flodemark
Programmers
Jesper Jöneros
Melvin Ringheim
Ajlin Hamzic
Aron Jönsson
Linus Bensryd
Markus Nilsson Robert
Animators
Hugo Nisson
Hampus Eriksson
Level Designers
Tim Andersson
Julia Nyberg