TGA Project 1
Home Before Dawn
About
Make it home before dawn by outrunning the haunted scarecrow through calm, eerie and mystical landscapes!
Info
Engine: Unity Engine
Duration: 4 Weeks (20h/week)
Team Size: 14
Contributions
Player Movement
The first thing I did this project was the player movement. In the beginning I worked together with another programmer. We worked on simply getting the player to move in three different lanes. After the first week I solely became responsible for the player movement since there was basic movement in place to unblock other disciplines.
The movement mostly consisted of basic forces applied to the rigidbody. A special case for the movement was slopes which was handled through a angle check between world up direction and the object beneath the player to get the correct angle to apply the force in.


UI
UI was quite easily implemented due to Unitys prefab system where I could quickly create modular canvases which could then be placed in different scenes depending on the canvas. The UI was then integrated into the game with simple scripts.
Scene Management
All of the basic scene management could be done natively in Unity but we wanted a effect when a new scene was loaded. This was done through a singleton object when the player hit a trigger box.

Reflections
Although this was my first project at TGA I learned a whole lot, both about how to maneuvre agile working practices and regarding the importance of communication within a group project.
Communications between disciplines and within the is the key to a good project.
The reason I pitched to go with a RigidBody component over the CharacterController component was because I had previous experience with building simple controllers using the RigidBody component. In hindsight we should’ve picked the CharacterController component which natively handles slopes and generally serves as a good foundation.