CONTEXT
In order to test my knowledge of 2D games on a real project, I fully created a platformer game in Unity. I had to implement at least an idle animation, a running animation, and a jumping animation. The platformer gameplay had to include static obstacles, others that could be pushed to progress, dangerous objects randomly falling from the sky, collectible items (coins and power-ups), a user interface to quit and restart the game in case of victory or defeat, another UI to display coins, health, and collected items, as well as enemies chasing the player. Balancing was handled through an interface in the pause menu that allowed modifying different parameters.
GAMEPLAY
Big coin kept by a sleeping capybara
Power-up obtained
Different ennemies in the game
Bokena (a name inspired by “bōken” meaning “adventure” in Japanese) is a colorful pixel-style
game where the goal of each of its two levels is to reach the colored gem while collecting as
many coins as possible. Dash (forward leap) and double-jump power-ups have been implemented,
along with rare collectibles (Big Coins) to be found in each level. Two types of enemies can
be found:
- Slimes, which can jump to chase you but can be defeated with a single stomp on their
heads.
- Cave monsters, slower than slimes and unable to jump, but tougher and stronger.
In Level 1, you start in sunny plains where power-ups and coins are easy to reach. Then, enter
the cave whose entrance looks like a jaw to find the colored gem (and other surprises...).
In Level 2, after continuing deeper into the cave, you’ll find yourself in its frozen depths. There
are three secret passages allowing you to obtain this level’s power-ups. You’ll discover even more
different paths leading to the goal in this stage. It’s in these icy depths that cave monsters appear
and stalactites may fall on you. Beware !
BOKENA, A COLORFUL PLATFORMER
I LOVED DEVELOPPING
Bokena felt like my very first real video game. Years earlier, I used to make small games on Scratch,
but I knew it was nothing compared to what could be done with more powerful engines. Thanks to Bokena,
I discovered what I was capable of in just two months of development. Working on the SFX, music, user
interface, level design, game design, and my programming skills in Unity was an absolute joy for me.
I only ran into minor difficulties. For example, I couldn’t quite create a knockback effect that I was
satisfied with when the character took damage. I ended up finding a compromise using Unity’s physics
system to overcome this problem.
After this project, I realized there were several areas where I could improve my code. Of course, it’s
by coding that you gradually learn more and more about good practices, and that’s exactly what this
project allowed me to do. I also became increasingly familiar with Unity along the way.
In short, I’m really happy I got to make this project — to make Bokena.
DENIS, GAME DEVELOPPER
PROJECTS
JOURNEY
CV