Skullbangers!

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Start of the Project

This project started in 2019, as the first game jam game, during my internship at Winteractive.
The game jam was 48 hours one weekend in November.
We used Unity 2019.2.0f1, as our game engine. and we took the approach to make a small non-feature heavy approach. Only seeing what we can do by just moving characters around.
During the Jam, I developed these systems:

  • Movement

  • InputHandler

  • GameManager

  • GameRules scriptableobject - Holds all rules such as Movement Speed.

  • The logic for what happens when Players collide.

  • Slowmotion

  • ScoreManager

 

Game Engine: Unity 2019.4.18

After the Game Jam

After the game jam was over I took it upon myself on improving the game by:

  • Fixing bugs

  • Added CharacterSelect

  • Cleaning up the Project

  • Changed the input to use Unity’s new Input System.

  • Added controller rumble.

This resulted in the rest of the team finding the game more interesting and found the possibility to make it a releasable game. So at the start of 2020, we shifted our internship project to become this project. And during the remainder of the internship I worked on:

  • Converting our games systems to use the Mediator Pattern

  • Reworking Movement

  • Added support for different game modes.

  • Added the Gamemode Hot Potato

  • Added Magnetic Tiles

  • Added zoom in and out for Eliminations

  • Added in an In-Game Inspector, worked almost like Unitys own Inspector, but was used in a built project.

  • Upgrading to a newer version of Unity. From 2019.2.0f1 to 2019.4.18

  • Plentiful of bug fixing and Improving existing systems

After the Internship

The project was almost completed at the end of the internship. But due to covid, many things were delayed and the game was not released then. But half a year later, when the company had a better grasp of its production. They contacted me to help the project walk over the finish line. This time I would be the main programmer of the project and helped manage the final steps for release. Some of the things that I did during this time was:

  • Finishing up Menus

  • Implementing SteamInput support, for Steam Remote to work.

  • Finalize the Customize Options

  • Help to manage the tasks needed to make the game available on Steam.

  • Additional bug fixing.

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