Aria
An engaging puzzle game aiming to tell its' story through the environment.
My roles
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Leading the tech team and coordinating efforts with the other disciplines.
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Programming character controller and physics
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Designing the puzzle system

Glide
Time constraints on the world design quashed the idea of a large, explorable world, but the implementation of this (scrapped) mechanic turned out pretty well.
To smoothe out movement over hilly terrain, I projected the character's collider some distance in front of it. This allowed us to start adding upwards momentum before a passable obstacle had actually been encountered, smoothing out the veritcal movement.
Open world aspirations
The initial idea was to let the player gracefully explore an open world through a glide mechanic, similar to that of the game 'Journey'.


Puzzle design


The puzzle system was a lot of fun to create!
We decided that each symbol would represent a set of movements taught when encountering them for the first time. On top of this, we added 'modifiers' that alter how a symbol is interpreted.

To aid with implementing the crafted puzzles into the game, we created prefabs of the different symbols and modifiers.
These were then easily dragged onto a "puzzle instance", creating the implementation of the puzzle.



