Overview
This project continues my game development journey and showcases a moving physics-based sprite on a sidescrolling platform. The aim is to complete the level without dying — the death condition is the player sprite’s head making contact with any surface. Rotation and speed boost controls allow the player to perform flips off the slopes.
Approach & Architecture
The game is built in Unity 2022.3.34f1 with C# scripting and Cinemachine for the camera.
Gameplay mechanics:
- The goal is to complete the sidescrolling level without dying
- There is currently no points system or way to compare progress between players
- Level completion is determined by passing the green flag at the end of the level
- The player controls the snowboarder by:
- Rotating the sprite in mid-air
- Boosting speed while on the ground
- Higher speeds before a ledge produce longer air time and more flips — flips could form the basis of a future scoring system (e.g. points per flip completed)
Separate head collider: The snowboarder has two colliders — a body collider for general physics interaction with terrain, and a dedicated head collider. Only the head collider triggers the death sequence, making it possible to graze surfaces with the body without dying.
Development & Learning
This project was built following an online course that explained key Unity concepts and provided the base assets.
Build order:
- Ground sprite and snow texture using Unity’s Sprite Shape tool to create organic terrain
- Player sprite with movement mechanics — adjusting physics values for rotation and boost; added the separate head collider for the death condition
- Death sequence and win sequence — both cause the scene to reload, returning the player to the start of the level
- Environment sprites added for visual depth
- Particle effects for three states: win, death, and touching the snow surface
