AKUMA

MAIN RESPONSIBILITIES

LIGHTING

2D REALTIME LIGHTING

I wanted to challenge myself with something more difficult and decided to implement dynamic tilemap lighting.

GAMEPLAY

During development on Akuma, I really wanted to take on gameplay due to it being very fun in a platformer.

Along with other group members I worked on much of the environment gameplay including most of the platforms that player can interact with. The enemies and obstacles the player can find.

ACTIVATED PLATFORM

When player jumps or collides with it, it activates and starts moving on its chain with exponentially increasing speed. Jumping off of this platform also gives the player momentum sideways or upwards depending on the platform.

The camera also shakes to give it the illusion of speed and strength.

SPRING PLATFORM

Jumping or interacting with the spring platform gives the player a big jump boost upwards.

ONE-WAY PLATFORM

A platform that is the classic one way meaning we can go through it from the bottom, but not the top.

JUMPING UMBRELLA ENEMY

The umbrella enemy interacts with the player by walking towards it and tries to mimic the player at the same time by jumping at the same time as the player does.

This results in a fun enemy that is easily outplayed when you understand how it works.

PLATFORM CRAWLER ENEMY

The platform crawler does not interact with the player and is only going in a set amount of speed on the platforms. A basic obstacle-like enemy.

TILEMAP COLLISION

Tile collision is made by using tile locators which are multiple points making up a shape. We can easily add multiple locators anywhere to use to example figure out if we are near a wall, or being crushed by a platform.

MOVABLE PLATFORM COLLISION

I also worked on making the tilemap collision work for movable platforms and its interactions with the player.