The Floor is Lava
The Floor is Lava is an original game prototype. It consists of a complete game loop of a 3D platformer adventure game. I scripted the movement controller and inventory system and integrated GameDev.TV's saving system. The games main feature is a series of boots that allow the player to cross a variety of barriers including lava.
The Floor is Lava
The Floor is Lava is an original game prototype. It consists of a complete game loop of a 3D platformer adventure game. I scripted the movement controller and inventory system and integrated GameDev.TV's saving system. The games main feature is a series of boots that allow the player to cross a variety of barriers including lava.
The Floor is Lava
The Floor is Lava is an original game prototype. It consists of a complete game loop of a 3D platformer adventure game. I scripted the movement controller and inventory system and integrated GameDev.TV's saving system. The games main feature is a series of boots that allow the player to cross a variety of barriers including lava.
The Floor is Lava
The Floor is Lava is an original game prototype. It consists of a complete game loop of a 3D platformer adventure game. I scripted the movement controller and inventory system and integrated GameDev.TV's saving system. The games main feature is a series of boots that allow the player to cross a variety of barriers including lava.
YITZCHAK COHEN
Unity Developer & Software Engineer
Turn-Based Strategy
This turn based strategy game started as a way to practice utilizing A* pathfinding and AI algorithms. With the working title "Rock, Paper, Scissors", the game introduces the player to turn based strategy on a octagonal grid using playground logic intuitive to the player. The gameplay loop sees you defending your "pillow fort" against waves of enemies.
Rock Paper Scissors Gameplay Trailer
Pathfinding
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A* pathfinding and octagonal grid system utilized as a foundation for movement, and decision making.
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Combination of Unity grid system and custom logic allows the grid to determine the layout and state of each grid location.
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A* pathfinding determines paths for traversing the grid and understanding the possible actions that can be taken by each unit.
AI
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NPCs controlled by an algorithm that weighs the value of each action within attack or movement range.
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Units take the action with the highest ranked value.
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The algorithm includes such factors as:
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Health of the enemy units.
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Class combat advantages compared to the enemy unit. (Rock beats Scissors!)
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How close to enemy units can this unit move.
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Moving towards or away from the primary friendly target.
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Input
System
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Input system built on Unity's New Input system and abstracted into an input manager.
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Game includes compatible controls for mobile and PC.
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Touch controls include single tap interactions, pinch-to-zoom, and drag to move camera.
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PC controls adds scroll-to-zoom functionality.
Graphics
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Pixel art for the game drawn in Aseprite sprite editor.
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URP and Shader Graphs used to apply team colour, selection highlights and to animate sprites.
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Map colours procedural generated to add variety.
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Particle systems!
Quality of Life
Quality of Life Features
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"Next Action" button takes you immediately to the next available unit to save time searching for available actions.
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"Next Turn" button is highlighted when there are no actions remaining for the player during a turn.
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Fast forward button allows the player to speed up animations and skip through the computer player's turn.