After finally coming up with a name for my game “SpeedRun” and finishing my game with a ‘You win’ and fixing up the slide and run mechanics I can happily say I have an actual game. From a bunch of practice and textures, I’ve borrowed 4-5 from the free pack ‘Necro’s Utility material pack’ on the market, and I managed to get a material blend to work and I have an animated lava effect which i learnt on the internet. The lava material uses 3 different textures including a normal map and 2 different sized textures in a slow set Lerp crawl across the textured surface. This was my first time using a Lerp and I think i could have simplified and optimised a bunch of my work from earlier with timelines through the use of a Lerp function.
I did actually end up using the one way platform, I had my freind Herbie and my girlfreind Tayla playtest my game; Tayla said that past the first obstacle the game was really hard, so in turn i made a much simpler method to get to the end, however you needed luck to get to the right tiles. Herbie said I should texture my game and add some more interactivity, I did this through adding the door and text at the start, alongside with the lava so that rather than falling off the map and getting restarted you fell into the lava instead – It also reflected off the platform textures so it looked cool.
Because I wanted a parkour game, I spent a lot of time making a series of parkour mechanics, however I was only able to decently create the slide mechanic. I had ideas for a wall run and vault mechanic, but I was constrained by time, maybe in my spare time during the summer I will go back and try and fix up these two different mechanics. The slide works the same way as the crouch, but only triggers when the character is moving >500 speed. When they do, the max speed lifts from a minimum to a cap using a clamped float to change the characters max movement speed temporarily. To work alongside the parkour I made a head bob animation using a series of repeating camera shakes to mimic footsteps when the player is walking and running, adding to the immersion, and with the run function, I opted to do increased speed to a cap for the players sprint on W, rather than having a dedicated sprint button. Logistical wise this means the player doesn’t have to press as many buttons, meaning its more forgiving for new people and helps them focus on the course more. Also pressing both Shift and CTRL isn’t second nature for most people, and they struggle with it so simplifying the key presses made sense.
Following on from some interactivity I learnt a couple weeks back, I borrowed the code for doors from my previous game work and added a line trace to interact with it. This way similar to source games, the character can walk up to a door and press e to open/close it.







