Chime Gameplay Demo
Gameplay Programming and Systems Design - UDK, Unrealscript, Flash, Actionscript
Responsible for Systems Design, and Gameplay Programming, as well as initial concept, technical direction, and miscellaneous problem solving.
Chime is a game utilizing a set of mechanics that I conceived and developed. The final product is the result of the collaboration of a team of fourteen. On the team I was responsible for all programming aspects. I was also responsible for working with other members of the team to find solutions for various technical problems concerning animation, particles, level design, and UI.
WINNER
BEST SYSTEM DESIGN
SCAD ENTELECHY
2013
In Editor Features
Key gameplay variables are accessible in the UDK Editor for Level Designers to use for ease of gameplay fine tuning.
Golems have individual interact ranges accessible in Editor for ease of level and puzzle design. Whether or not they can be tethered to can also be toggled on and off.
Each bell has a 'cooldown' value which determines how long the bell's activated ability will last. Slingshot bells have an additional 'velocity' variable which determines the player's slingshot velocity. This way, level designers can control the distance a player can travel each slingshot instance.
Bell UI in Level 2 shows the time remaining for each type of bell ability.
Custom kismet nodes that I created allow the level designers to access and change variables, and toggle actions in Kismet with custom events.