System Design (3D Platformer)
Below are the system I designed for a 3D platformer used in a teaching environment.
To the right you can see the shop menu, made to allow players to experience the idea of upgrading and changing the way the character works in the world while also allowing players to use the Currency they are collecting as a recourse.
Below you can see a video of all three option being used and along with how once purchased the shop will gray out the upgrade and not allow the players to spend any coins on the power ups.
To the right you can the show chase of the players current height in the world. This was made to allow the players to track information in real time and show players the location of said object or character while they move around in real time.
Below this you will also see the two remaining mechanics of this block out. The first being the red moving and vanishing platforms to allow players along with the student to experience a challenge while also understand timing and the idea of objects being removed and coming back into the world.
The final mechanic would be the Fan Jump. It is a fan that pushes the players to set heigh limits which the devs could change based on the distance they would like the player to be pushed. This could be used as jump forwards, or a push the player back away from the location they are trying to reach.
To the left you can see the character collection multiple coins along with different color’s for each coin. Each coin has a different value based on the color collected and the total Currency can be seen in the top right of the screen. This was added to show students how to make one single item but have different variables and color setting to change the feel while keeping the code modular.
Also in the top left is the current Time in game showing the players how long the world has been active.
To the left you can see the check point system. This allows the players to teleport back to the last check point they have past, keeping all of the coins and power ups along the way. This was to show students how to move an object or player while keeping information saved on said character along with giving the students the idea of safe points in their games.