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avocado's Introduction

Avocado

Various studies applied to a platformer game in Unity, C#.

Avocado Throwing

Rationale

This project was done for educational and entertainment purposes.

Also, it could help with assessing the quality of my code during interviews.

What I did

I applied my studies of the following resources:

Study results

There you can find examples of using the following:

  • Throwing seed!
  • Decoupling input handling from logic
  • State design pattern for the character controller
    • Movement
      • Idle
      • Running
    • Jumping
    • Falling
    • Throwing seed

Character Controller States Diagram

  • Good project layout that supports project organization. It also makes sure that nothing unnecessary goes into the build (e.g. dependency on Unity's Editor library)
  • Consistent code formatting
  • A trick with not instantiating projectiles more than once per avocado controller

Gravity and initial jump's velocity for achieving jump of specific duration and height

  • ⬆️ I got formulas of gravity and initial velocity for achieving a jump of specific duration and height
  • Movement
    • Max movement speed
    • Acceleration speed
  • Jumping
    • Slower horizontal acceleration while mid-air
    • Jump cutoff
    • Duration til reaching the top point of the jump
    • Higher gravity scale while falling
  • Camera
    • Dead zone
    • Non-instant camera following
    • Lookahead
    • Pixel perfect
  • Assists
    • Coyote time
    • Buffering inputs
    • Max falling velocity
  • Juice
    • Camera Shake on fall. Used SimplexNoise to simulate Perlin noise
    • Particles
      • While running
      • On jump
      • On grounded
    • SFX using Wwise
      • Footsteps
      • On jump
      • On grounded with different volume
      • Throwing
      • On seed colliding with terrain
  • Enemies

avocado's People

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