Reditum dev blog

Reditum

Third grade group project. Three persons team working on it for 10 months (preprod phase included).

I have worked on early concept art, integration (Unity 3D), progamming (C#), debugging and marketing (PR, copywriting, promo assets, making of assets and video editing).

App available here: https://kvall.itch.io/reditumprototype

The game has been featured on Pc Gamer, itch.io and more.

For this project I had to solve several problems. The main challenges were the general organisation of the assets, the broad gameplay mechanics for the events.

I started to prototype as fast as possible to make a walking capsule that would be the player. At that point I was mostly trying to find the best balance for the gravity, slopes and the friction for the player. When I got the sprites for the environment from our game artist I started “sculpting” the 2D colliders.

2D colliders in the game

There was an important amount of triggers to take into account. I decided to colorcode those to make sure I knew immediatly what type of trigger I was working with. Here dark red and green triggers are walkings/boat sounds, the light blue ones are interactable events, greys triggers manage level instances and destruction, yellow ones change the sun, light red modify parameters of the camera and the dark blues are for the music transition.

The game needed several grounds of depth. I tried to separate those to fit the depth mechanics of Unity and to avoid clipping sprites.

Because the final game was supposed to have a huge amount of levels, I added some code to give the player a horizon. The instanciated levels only existed around the current level where the player is to avoid having assets and animations still loaded at the beginning of the game when the player is way further.

Level 1 instanciated with its two closest levels
Level 2 instanciated with its two “neighbours”

Most of the animated assets have states and interactions. A big part of my work was also to organize the different animations and changes of sprites in the game thanks to Unity’s animator.