Posted July 24, 2024 by zorrocrisis
Riding Holy was firstly implement in the Unity Engine (more specifically, Unity 2021.3.6f1 ). This version of the game included the following game elements:
Complex Movement Mechanics
- Firstly, our objective was to mimic the most common skateboarding tricks and movements. With this in mind, we started by implementing a player controller with varying speed and jumping abilities, including a charged jump.
- To add more realism to the player's movement, we developed a system which makes the player character (and skateboard) tilt in accordance to the floor slopes and surfaces.
- Then, the ability to ride bowls and spin while in the air was added, which already made the prototype much more fun to play around with.
AI System
- To add more challenge to the game and finalize a game loop, an AI system based on behaviour trees and wave spawners was developed.
- To facilitate the creation of enemies and their respective behaviour trees, a graphical behaviour tree editor was programmed for Unity. This editor made it possible to create complex AI behaviour by harnessing the power of multiple node types in a simple drag and drop environment. This editor also displayed which nodes were being executed at runtime, which made debugging easier.