Gameplay

Given the class project to design a 2D platformer alone, I sought to make an unconventional platformer that utilized a loophole in which the gameplay was 2D, while the graphics were 3D. Collision of Realms is an unconventional 2D platformer which replaces the ability to walk with tethering and pushing away from surfaces, with levitation allowing the player to slide around as if on ice. This game was developed entirely alone in my first semester in college as a small project.



Collision of Realms was a game I designed for my first game design class at Bradley University. We had to design a 2D platformer, but I was too excited to start playing with 3D objects, so I convinced my professor to let me work on a 2.5D game, which provided a game similar to "Getting Over It". This was a solo project in which we were each trying to make a small game with about 1 level worth of length, more akin to a "decently dressed" prototype. 
I didn't want to go with an ordinary platformer where walking is the player's transportation, as I found this to be "too familiar". Instead, I chose to have movement be based around the player using a tether, alongside the ability to both increase the strength of gravity and flip it to allow the player to swing, while also allowing other forms of mobility. This also required the addition of extra abilities necessary to allow for more creative use of the tether, such as a light "push off", for bursts of speed when near surfaces, and a slam, for sudden downward bursts of movement. These abilities, paired with the tether, allowed for a fairly interesting set of potential movements based on the redirection of forces through the use of the tether.
Each model was made in Blender, including unwrapping and animation. All textures were generated and baked from Blender's shader nodes, particularly using and modifying noise maps to form the textures. The music for the game was made in FL Studio and designed to set an unnatural atmosphere before being rendered and filtered/mastered through Adobe Audition. All sound effects used in game were created from smaller sounds pieced together and/or modified through filters and other effects in Adobe Audition.

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