"Fragments of You" is a Unity-based 2d platformer where the main character loses their own limbs and abilities, in an attempt to combine the parts of their partner. This game was worked on by a group of 12, credits down below. In this project, I took on a general programmer role, an in-engine cutscene designer, and later on a level design adviser role. I worked on this team for about two months before leaving to pursue other projects while the rest of the team continued on the project.
The starting role for me in this project was that of a general programmer. In this role I worked on many different parts. The first thing I developed is the core movement. This involved modifying the physics behind everything in order to get a good movement feel. This involved gravity tweaks, and setting up multipliers on every aspect of the movement until they felt right.
Beyond that of movement, I also developed some of the interactable objects used in the game. The first few were the button and door. For this, I set up a base class for sender and receivers to make the system modular for future objects. After that, I set up some Unity prefabs deriving from the sender and receiver scripts. Beyond this, I developed the boxes prefab. This was surprisingly the most complex object of all. The basics were simple in they had gravity and could be pushed by the player. But when they landed on and fell off of a moving platform complex parenting needed to be set up to check and make sure each box would stay on the platform even if stacked five boxes high.
Once the core mechanics were done, I moved onto learning how to make in-engine cutscenes in Unity. In doing this I spent a large sum of time and some of my prior background in animation, to create some of the first cutscenes for the game denoting critical moments. This took learning how the Unity timeline works and all its little imperfections to make a cutscene that felt right.
Some of the last work I did on this project before leaving was helping the level design team incorporate player feedback. During this process, the level designers, playtest organizer, and I, would get together and go through each part of a level and tweak them to make for a better experience. during this time, I focused on what the level designer was intending to have the player do and why the player was or was not performing in that way. After this, we would modify the levels with the goal of keeping the level designer's intended interaction, while assisting the player in either difficulty or direction of the intended design.