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Apple Sider

Artoria, an apple-loving worm with psychic powers, lives in Avalon apple farm. He spends his days on the farm guzzling apples to his heart's content. One day, the apple he was in the midst of eating was picked by the farmer and sent to the supermarket for sale. Reluctant to give up his lifestyle of apple-guzzling, Artoria decides to use his powers to escape the supermarket and make his way home.

In this project, I was acting as the producer of the team. Since this project had a similar group of people working in the team, we knew each other's strength and we allocated task accordingly. Tasking the team and ensuring that the weekly log was updated allowed me to see what the task was for the week and who it was allocated to. Weekly team meeting was conducted to allow the team to know the progression of the project and also allowed us to communicate what was needed to improve the game and engine.

 

I worked on mainly the sound system and input system of the engine. At the same time, I was in charge of the player's movement, UI and some of interactive elements in the scene.

This was a new experience as this was the first time where I was given the chance to create the controls for the players. This game involves player clicking and dragging elements in the scene to create a path to get to the end of the level. 

The process was difficult at the start, due to the multiple different type of cases / scenarios the interactive objects may encounter. One of the test cases included the duration and angle of which the interactive object hits the player. Some actions that might happen includes pushing the player, or changing the direction of the player. This problem made us realize the importance of state machines and how it allow us to check what we should be the effect that the player should get at the end.

The UI of our game includes a little effect with the buttons on the menu. One main example would be the effect of the truck taking off once player choose to start the game.

 

For the audio in our engine, we choose to implement the features using FMOD. Through the audio manager, we are able to create multiple channels that caters to each audio needs. We have behaviors in the engine that allows the designers of the game to preview the audio they are going to use, The drag and drop feature loads the audio into the file and allows users to delete the audio with just a click. There is a dedicated channels specifically for Background music and another channel for sound effects. Since our game had only one background music I that ensures that there is always one playing. The sound effect channels allowed layering of sound effects to create a better experience for the users.All sound can be adjusted in game to allow users to have the volume they prefer. 

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