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Cuty Royal

ROLE

Solo Programmer 

DESCRIPTION

Cuty Royal is 2.5d action platformer in the vein of Nintendo games like super Mario, the aim is to get over obstacles and defeat the final boss. 

YEAR

2022

GENRE

Ragdoll shooter

PLATFORM

PC

What I worked on...

This was a project that I developed for AIE (The academy of interactive entertainment).

This was my first official game project using the unity engine, the only other game that I created in unity was a interactive puzzle game that I made with AIE in the game design cert 3 course, at that time I had no idea how to code in unity and was just using premade scripts created by the teacher, I had never worked on a 3d game prior to that, it had only been 2d games which I was comfortable with, although I found the teachers scripts limiting and wanted to write my own scripts to get the logic that I wanted as a game designer, I knew nothing about the C# language and nothing about how unity worked and unities interface felt foreign. I began mucking around and typing things into the script, not knowing a single thing what I was doing it felt like a dream where I was pretending that I was coding but not much was happening. I began learning unity and C# and my skills quickly improved these where the skills that I took to Cuty Royal and see if I could make an actual game.

This was the first time in my life where I actually worked with other students to make a game.

Being the solo programmer I worked on everything in the game, the first thought that jumped in my head before starting was, okay lets just look up how to make a platformer game in unity. however that typically is not my style I just dived in and started coding everything from scratch using my skills from the 2d game era, just a simple platforming game simple right? It felt like walking through a mud swamp, I prototyped and came up with different ideas for the platforming engine that didn't work I tried over and over again like a mad scientist, the game need logic for walking, jumping, wall jumping, hazards and death, doesn't sound like much but getting the platforming to feel smooth and correct was difficult, also the wall jumping was surprisingly hard to code.

So the game was coded by myself from scratch and in the end it worked and it was fun, and if we had more time to develop this, I believe this game would become a great game for young people and kids to play.

Obstacles overcome...

I already mentioned that a lot of trial and error went on with this project and the thing is making a platforming system is not as easy as you think. Its not just about telling the physics system add force up when the player presses a button, Its game physics that I want to achieve not real physics, and that' what I tried to do with this project.

Getting characters to animate correctly was also a big pain I learned

how the animation system in unity works while working on this game.

The game in its final state is unfinished but with the designers literally doing nothing throughout his project I felt like I was making the whole

game in the end.

Truly a big learning curve in platforming programming and experience with the unity engine with this project.

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