INFORMATION
Description: A 2D sidescrolling action-adventure journey in a hostile psychedelic world to find out who you really are.
Engine: Unity
Team size: 10
Development Timeline: 01/09/2024 - 05/02/2025
Total Development Time: 5 months
Status: Unreleased demo
Context: Professional Project at Bearded Pixels
MY CONTRIBUTION as a...
Programmed some of the core systems of the game such as the rooms, camera transitions and bounds, hazards, parallax and inventory. This was developed with the design and art teams in mind in order to make things as easy as possible for them to use.
Designed lots of small beats as well as some bigger sections, ment as tutorization, mechanic expansions and combat areas. I also reviewed and tweaked some of the other levels that the main level designer in the project produced.
MOVING PLATFORM RAILS
A great example of the user-friendly elements mentioned earlier is this small tool to quickly build moving platform rails.
This greatly improves the workflow, allowing the designer to add a new rail by simply dragging a prefab into the scene, where the green dot indicates the Start of the rail. When it comes to the in-engine building features, it supports Shift + Click to quickly add points, Drag to move them, Undos and Grid Snapping.
As for the settings of the rail itself, the designer can easily control this next variables: Loop, PingPong, Platform Amount (evenly placed), Platform Spawn Time, Platform Placement Offset and Platform Type.

INVENTORY
The inventory of The Last Trip is radial, but the logic and view were separated in order to easily support any distribution needed, such as the common rectangular approach. Apart from that, there are many other aspects of the inventory that could easily be modified in a matter of a click.
Type
The type of the inventory determines how it manages it's slots.
· Static: Always has the same amount of slots, regardless if a slot is empty or not.
· Dynamic: Displays only the slots that are not empty.
· Unlockable: Assigns one slot per item type, displaying only the slots of those items you have previously obtained, no matter if the slots became empty afterwarads.

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