Game prototypes

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Space-Ship Player Controller

With a new-found understanding of Quaternions, I decided to dive in
a project I've failed to make in the past - A player controller for
a spaceship that has no bias for any direction.

The rotations were lovely to explore. The biggest challenge resided in
a physics model that stays coherent no matter the framerate.

Implementing a change in drag depending on the frontal area was
really satisfying. I have two versions, a simple dot product
between the forward (nose of the ship) direction and the velocity
driving the frictino was enough to give a coherent and arcade feel.
The other implementation takes an area in all three axis of the ship,
and this is used to calculate the frontal area at any moment, affecting
the drag

The dots in the viewport view show the base vectors used to
create the quaternions which are used to rotate the ship in
any direction without having to worry about gimbal lock.

The larger dots represent the forward vectors, the smal ones
represent "up".
The red vectors describe the action of lifting the nose up and
down.
The blue are for rolling along the forward axis (relative to the
ship)
And the yellow are for turning the ship left and right

CRUISE

The focus was on the player controller. I wanted something that matched
the smoothness of a game like wipeout, but in a open environment. The video
showcases a simple level where the player need to stand below the main ship
for a few seconds in order to win.

I used raycasts in order to detect how close the ship is to the ground at any
moment, I then use the distance to try and match the target distance, allowing
the ship to levitate above ground.

The movement is taken care of with a simple physics model

THE GAME

With this game I wanted to create an entire environment from scratch using my
own assets.

The focus was on creating a way to throw objects bound to physics in order
to defeat ennemies.

ASCEND

Short abstract prototype with a focus on rhythm

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