RetroMetro
An indie-game inspired by an exploration of the Unity engine.
About
A demonstration of skills mastered in the
Unity engine, RetroMetro was designed as
a2D platformer with an emphasized usage
of momentum as a mechanic.
Roles
Alan Xu Developer
Cynthia Sanchez Asset Designer
Yuyu Dai Sound Designer
Timeline
Spring 2019
GitHub/Project Site
http://students.washington.edu/cts28/final-project/RETRO9INE/index.html
https://github.com/AGX679/Projects/tree/master/CityRun
Context
Ideation
The initial concept of this game was derived from a one-word theme: Retrofuturism.
Our team was faced with the challenge of creating a game within the Unity engine that provided a solid functioning game mechanic to drive the majority of gameplay. In order to achieve this, our team created multiple iterations of a platformer until we settled on a 2D sprite based environment. The focus of our mechanic was reflective of the theme. In a retrofuturstic city, our main character utilizes a grapple hook to traverse the territory. In addition to a physics - enabled grapple hook, basic functions such as walking, jumping, and running were also implemented. These mechanics would later serve as the basis for the majority of our level design. The scripts written for the mechanics in the game are in C#. The majority of the game's graphics, illustrations, and art assets were designed by Cynthia S., and the music provided by Yuyu Dai.
Development
Goals
A few key elements to this game my team had in mind from the beginning:
-
Functional grapple mechanic in tandem with player movement
-
At least 3 playable levels with a complete base UI
-
Animations