TGA Project 2
Treasures Through Time
About
As a time-travelling robot intern, solve puzzles of the past to complete your boss’ acclaimed collection of “mythical” artefacts!
Info
Engine: Unity Engine
Duration: 6 Weeks (20h/week)
Team Size: 13
Contributions
Animation Implementation
Animations were interacting with the variables in the Animator through a dictionary between a enum, one per animated object, and a hash of all the animator variables. This made interfacing with animations easy as I had functions defining a specific action on a given animator variable based on what state is sent as a parameter to one of these functions.
One specific thing that the animator responsible for the statue wanted was a random interval offset for when the statue should play its idle animation. This was implemented script on every statue which used this random number as a countdown to when a statue would play it’s idle animation.
Player and statue animations playing. Statue animations at interval.

Dialogue System
I worked on the dialogue system together with another programmer. The dialogue wasn’t a big part of the game so we decided upon using a singleton object to write text to a given text element within a canvas. The dialogue was then triggered when the player walked on a dialogue tile.
Camera Juice
Added a CameraHandle script to be able to specify camera shakes which could be edited through the editor. This allowed our level designers to modify the camera shakes to their liking.
Camera shake when lever is pulled
Reflections
Don’t be afraid to share my thoughts and ideas with others.
Be a bit more thorough about what I’ve done and the problems I’m facing at standups to avoid possibly blocking others’ work that correlate to mine.