Contributions & info
Endless Runner
Make your way through an endless world of traffic. Gather upgrades and score the highest score possible.
Generation
The game is constructed with random generation throughout. All elements, such as obstacles, paths, scenery and powerups are randomly constructed as you play.
As I designed I focused on adding a hard limit to the amount of “tiles” that can spawn. Each of the tiles handle their corresponding element.
In the blueprint I instigate a set amount of tiles as soon as you enter the game, and then maintain this total amount of tiles. Once passed they are removed and a new one is spawned at a spawn point. Hard limit is 15 tiles.
I created this generation system to create replayability and make each playthrough different. The different designed sections, sometimes encourages clever use of powerups, or faster reflexes. All of it is designed to create a fun challenge for all types of players.
Passing tiles increase speed
As you finish each “tile” section, the player speed increases slightly. From the start speed of 1200, then multiplied by 1.02 each time. Until you reach the max speed 3100.
This was designed to make the run feel dynamic, and introduce the higher difficulty level over time.
Powerups
Protection
Protects you from one obstacle and then disables. Makes the player glow Yellow.
This powerup was designed in two stages. The very first version, protected you from obstacles by simply bouncing you straight back if hit.
However through iteration it impacted the pacing negatively. So I reworked the powerup, and instead made it launch the character upwards.
This in turn made it possible to use it as a booster, once a good opportunity presented itself.
Perspective
My vision for the design, was to give players a clear, easy to understand layout. Easy controls, simple game mechanics, that are easy to learn but hard to master.
An UX that promotes the more simple and quick flow of information. Quick menu, so you can return to the gameplay in a flash.
Experience
The camera is set in a third-person perspective. The player is only looking forward, designed to always show them new progress as they play. The game heavily relies on the unknown and what obstacles or powerups comes next.
The move set consist of switching lane and jumping. That is the only thing the player has to worry about as they play. This further promotes the more minimalistic design and emphasizes focus on the core gameplay loop.