
Full Sail University Work
Full Sail University Work

Step into the world of ViKing Productions! Explore my portfolio showcasing dynamic audio design, immersive game development, and creative storytelling. From projects at Full Sail University to personal creations, see how I bring worlds to life—one pixel at a time.
Project and Portfolio II: Game Design
Project and Portfolio II: Game Design – Dual-Mechanic Puzzle Design
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This project focused on creating a tile-based puzzle game with two unique mechanics: a Pressure Plate and Wall Destruction System and a Dual Player Toggle System. Players must navigate two characters, solving puzzles that involve interacting with pressure plates to destroy walls and unlock paths. The project required designing and implementing these mechanics while ensuring seamless interaction and compatibility across various gameplay scenarios. Here is a breakdown of what went right, what went wrong, and lessons learned from this experience. What Went Right 1. Mechanic Design and Implementation The design and implementation of the pressure plate and wall destruction mechanic were a success. Players could interact with pressure plates, triggering dynamic events such as wall destruction and tile replacement. This provided a satisfying and clear cause-and-effect gameplay experience. The logic for checking if a player was on a specific tile, combined with the event-driven activation of the mechanics, was well-structured and intuitive. 2. Dual Player Toggle System The ability to toggle between two characters added depth and complexity to the gameplay. Each character had unique responsibilities in solving puzzles, and the mechanic encouraged strategic thinking. This system worked seamlessly with the pressure plate mechanic, demonstrating strong synergy between the two features. 3. Refined Event-Driven Logic Refactoring the event-driven logic improved the modularity and flexibility of the mechanics. For example, ensuring the pressure plate could activate any wall, regardless of placement, allowed for easier level customization. This design decision made the system reusable and adaptable for future expansions. 4. Visual and Audio Feedback The addition of glowing tiles and sound effects enhanced player feedback. Players could clearly see which tiles were interactable and hear when an event, such as wall destruction, was triggered. This improved immersion and made the mechanics feel more polished. 5. Debugging and Collaboration Tools Leveraging debugging tools and collaborative feedback led to identifying and solving key issues quickly. For instance, troubleshooting why the wall destruction logic failed to execute revealed gaps in variable communication, which were resolved by exposing critical variables like Target Pillar in the editor. What Went Wrong 1. Over-Ambitious Goals Initially, the project included a mirror image mechanic, which mirrored the player’s movements in real-time. While this idea had potential, it proved too complex to implement within the given timeframe. Scrapping this mechanic allowed the focus to shift to refining the pressure plate and toggle systems. What I Would Do Differently: Start smaller with mechanics to ensure their viability before expanding the scope. 2. Collision Box Misfires Early iterations of the pressure plate relied on collision boxes, which triggered events prematurely or inconsistently. This led to unexpected behavior, such as walls being destroyed before the player reached the pressure plate. What I Would Do Differently: Rely on tile-based checks from the beginning instead of collision boxes to improve accuracy and consistency. 3. Entity Management Issues Differentiating between entities (e.g., Player 1 and Player 2) presented challenges in ensuring both characters could interact with the pressure plate. The parent-child relationship between entities complicated event handling. What I Would Do Differently: Standardize the parent class for all entities to simplify interaction logic and avoid redundancy. 4. Camera Behavior Confusion Switching between players occasionally caused unexpected camera shifts. The absence of explicit camera components in the player blueprints made debugging difficult. What I Would Do Differently: Keep the default camera and ensure it is set properly during gameplay. 5. Tile Replacement Challenges Replacing destroyed walls with walkable tiles introduced issues where players were unable to move through the replaced tiles. This required additional troubleshooting to ensure proper collision and interaction settings. What I Would Do Differently: Test tile replacement earlier in development to catch and resolve these issues sooner. Conclusion This project successfully delivered a compelling dual-player puzzle experience, with pressure plates and wall destruction as the centerpiece mechanics. While challenges such as over-ambition, inconsistent collision detection, and entity management issues arose, they provided valuable learning opportunities. The decision to scale down and focus on polished, functional mechanics was critical to completing the project on time. Moving forward, I aim to start with smaller, modular mechanics and build upon them iteratively, ensuring a strong foundation before introducing complexity. Overall, this project highlighted the importance of adaptability, collaboration, and attention to detail in game design.

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