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Afterlife

This game originated during the second year of my undergraduate degree, and the primary requirement was to collaborate within a group of three people. In the initial design sessions, we explored themes and topics that resonated with each team member. The decision was made to amalgamate all of these diverse elements into a cohesive and innovative game concept.

With a desire to create a 3D physics-based puzzle game that steered away from combat, I collaborated with my teammates, each bringing unique interests to the table. Stefan was particularly drawn to the idea of exploring an open area and unravelling its mysteries, while Jiaji had a strong inclination towards the theme of angels.

Pooling our interests, we seamlessly integrated these elements into a cohesive concept. The result was a game that combined physics-based puzzles with a narrative centred around an angelic character exploring his afterlife. The convergence of these diverse elements allowed us to quickly shape and solidify the concept for our game.

Regrettably, our group size diminished to two members early in the project. Stefan and I took on a strategic division of responsibilities, aligning with our individual strengths. I assumed the primary responsibility for coding and implementing the systems, while Stefan focused on modelling assets, crafting the narrative, and producing the video content.

This division of labour played to our respective strengths, allowing us to efficiently manage the workload. Through this collaboration, we successfully created an experience that we both take pride in, showcasing a seamless fusion of coding, narrative, and visual elements.

The Game

"Afterlife" is a concise narrative experience that seamlessly integrates first-person gameplay with physics-based puzzles and platforming. As the player, you find yourself in the afterlife, assuming the role of an angel with a hazy memory of past events. Through exploration, you embark on a journey to reclaim lost memories and unlock additional powers crucial for advancement.

As the narrative unfolds, players acquire various abilities such as gliding, upward and forward boosting, enhancing their traversal capabilities. The continuous use of wings depends on the collection of feathers scattered throughout the environment. To progress, players must locate buttons and totems strategically placed within the game, adding an extra layer of challenge and intrigue to the overall experience.

Gameplay

The game unfolds across two distinct areas. In the initial zone, the player encounters three hidden buttons scattered throughout the expansive terrain. The first button, concealed behind a small jumping puzzle, serves as an introduction to the jump mechanic and rewards the player with the ability to glide. On a nearby hill, another button awaits, and along the way, the player discovers a box unlocking the initial power-up: the vertical boost. Empowered with both the glide and vertical boost, the player traverses the landscape to reach the final button, unlocking the gate to the subsequent area.

Upon entering the next zone, the player faces the task of locating three totems, a challenge made more manageable with the introduction of the forward boost. With all three abilities at their disposal, the player navigates two distinct paths, activating the totems that signal the completion of the level.

Throughout the journey, the player encounters additional narrative elements through boxes, unravelling the story of the game. This narrative layer adds depth and context to the gameplay, enriching the overall player experience.

afterlife01.png

Gameplay screenshot showing the energy refilling feathers.

Player

The player's movement is managed by the character controller component, utilizing a Vector2 input read through the new Input System. The camera, positioned as a child object of the player, responds to mouse movement. Horizontal mouse movement rotates the player object around its local Y-axis, while vertical movement adjusts the camera's vertical rotation. To maintain realism, the vertical rotation is clamped between specific angles, preventing the player from looking behind themselves and emulating the limitations imposed by the human neck.

The player has the ability to jump using the character controller, experiencing the effects of gravity. When gliding is enabled (activated by pressing the spacebar once unlocked), the gravity experienced by the player is altered. The upward and forward boosts are executed by setting the velocity in the specified direction with a designated power, allowing for fine-tuning within the game engine. This design choice ensures a smooth and non-interfering integration between the regular movement input of the player and the special abilities in use.

afterlife02.png

The player object with the view of the camera

Interactibles

Interactable objects such as workbenches and totems are continually scanned by the player. Upon detecting one in the vicinity, the UI is activated, signaling the player. Upon pressing the interact button within range, the associated menu opens for workbenches or triggers the activation of totems. The UI elements are automatically deactivated when the player moves too far away from the object.

To streamline the narrative and power unlocking process, the workbenches are equipped with scriptable objects. These objects house both the text for the narrative and the logic for power unlocks. This modular system allowed Stefan to manage writing on objects independently of runtime, enabling easy decisions regarding which workbenches would unlock specific powers. This approach provided flexibility and autonomy in managing narrative elements and power progression throughout the game.

afterlife03.png

Interaction with a workbench showing some narration and the explanation for upgrades

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