Context: TGA project #4 (top down adventure)
Reference game: Tunic
Time: 7 Weeks (half-time)
Team size: 15 People
Engine: TGE (TGA’s engine)

  • Raycast based collision system
  • TGE animated model wrapper
  • Screw pickup cutscene
  • Gates and levers
  • Level design pipeline (colliders and tiles)
  • Mousehole teleporter
  • Breakable walls

Collision System and Unity Pipeline

I built upon my raycast based collisionmanager from A Royal Order, upgrading it to include a walkable 3D grid.

I had to come up with a good way for our level designers to place this grid in Unity as well as translating it to our game. I also rewrote the unity exporter to better approximate the translation from unity OOBBs to our AABBs.

In the video, I multiply our dash speed by 100 000, effectively teleporting me in the direction of the dash, Yet my collision system keeps the player from phasing through walls.


Camera Cutscene

I created the camera work and sequencing in this in-game cutscene, I think it turned out pretty good 🙂


Interactable Objects

I implemented mouse hole teleporters with a scripted sequence going from entering the mouse hole, interpolating the camera and then exiting the other side.

I also implemented breakable walls as well as levers that connect with gates.

Our level designers could connect gates to each other, as well as levers to gates through Unity.