Diamond Eye
Diamond Eye
Mario Vs Donkey Kong (Gameboy Advance) 2004
Donkey Kong Country (Super Nintendo Entertainment System) 1994
Super Mario 64 (Nintendo 64) 1996
Mario's move set in Super Mario 64 is huge, allowing players to tackle challenges in creative ways.
Most of his attacks have movement properties, such as his jump kick extending his air time.
Mario Vs Donkey Kong (Gameboy Advance) 2004
The levels in Mario Vs DK are tightly designed and focus on a few mechanics at a time.
The game also has a scoring system that encourages replaying the levels to possibly discover new routes to clear the level more quickly.
Viewtiful Joe (GameCube) 2003
Viewtiful Joe is a 2D action game that encourages the player to explore their options to do more than simply dealing damage with attacks.
Joe can use different attacks to launch objects and enemies in various directions.
God Hand (Playstation 2) 2006
God Hand is an action game that favors player expression.
Not only can you customize your attacks, almost any attack can be cancelled freely into a dodge or dash.
Game Controls
The game currently uses a directional pad and 4 buttons.
The game is designed to played with a controller, but will have keyboard controls for accessibility and testing purposes.
Action Editor
This is probably my biggest engineering accomplishment so far.
I set up a state for my player to handle customizable actions through Unity's scriptable objects. This makes it easy to give the player character new moves.
I was able to set this up before I even knew that it was called an "Action Editor" in the game development world.
State Machine
You can't have a controllable character with a complex action tree without a state machine.
Currently my player character has the following states:
-Idle-Walking-Airborne-
-Attacking-Dashing-Turning-
All of these states have their own properties and contextual actions.
Animator
The game animates at 60 frames per second.
I want certain animations to transition smoothly regardless of the player state, so the animator has it's own state machine.