
PROJECT ASB (WORK IN PROGRESS)
Project ASB
This project was intended for the Unreal game jam. I and an amazing artist friend of mine (here's his Artstation link:https://www.artstation.com/yazz_ll) created the game from the ground up. He is handling animations, VFX, and general art direction, while I am handling level design, Gameplay, scripting, and the like. Due to me getting sick and some irl factors, we decided to continue working on the game past the game jam just as general practice and just to make some cool stuff.
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The game is a first-person puzzle platformer where the main selling point is 'dimension hopping' with a snap ability. Snapping changes the environment and how certain objects act, and puzzles are built around this.
SNAP
The main ability, mechanic, and selling point of the game is the snap ability. The player will press a button and send a dispatched event to anything that would be affected by switching dimensions, causing them to change their functionality. This will be used for puzzles, changing visuals and art assets, and traversing the environment.

MORE SNAP INTERACTIONS
TELEKINESIS
The Secondary ability that the player has is telekinesis, which is to manipulate some objects directly and orient objects to help the player with either traversal or puzzles. This is very physics-based so there are a lot of issues that arise with this mechanic which I will get into later, but overall it's a cool way to interact with the environment.
Telekinesis Issues
Currently, telekinesis disables gravity and orients based on where the player is looking. In order to know that there is an available object to grab, the center of the player's camera does a line trace for objects that checks if there is a valid telekinetic object, and that's what signals the highlight.
This is fine for base functionality, but objects need constraints to keep from floating after hitting other objects/walls, and there should be a more forgiving zone for selecting an object to use telekinesis on (in terms of looking at them through the camera), so players can do more complicated movements while holding an object without dropping it.
LEVEL
Section 1
This section is mainly for teaching the player telekinesis, and having the player get used to movement and parkour. An intro to most of the mechanics.
Section 2
This section is to act as a beginner's puzzle, to get the player into the right mindset, along with introducing a use for the snap ability. This also acts as practice for telekinesis.
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There is an issue with the 'gates' and the buttons. Buttons can act finicky when multiple things activate them at once, while gates can have lingering collisions and I had to manually disable their collisions while they are activated for a quick fix. The buttons are a relatively easy fix, but I have to figure out why the gate's collisions are lingering, I am using timelines to move them so the timelines may be messing with the physics of the collisions.
Section 3
This section is the first major gameplay section, and the environment signifies this by looking very distinct. This is the first major puzzle, which involves all the mechanics that were learned so far, and a more extensive amount of parkour.
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I would need to make the boxes respawn somehow if they fall, but keep it to where there is always a specific amount of boxes within that area (so you can't spawn more boxes than the intended amount), I do want part of the puzzle to be managing the boxes that you use to activate buttons.