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Castle Climber - Technical Design Project

Time-Trial Platformer (DigiPen DES350 Project)

Castle Climber is a small, 2-5 minute experience made for my technical design class in my senior year at DigiPen.





Project Overview:

DES350 is, for all intensive purposes, a demonstrative project class. We had no prompt, other than "make a game", and so I created Castle Climber.

Castle Climber is a momentum-based "parkour" physics platformer that pays homage to some of my favorite platforming movement options. For the first project of this class, I wanted to create a fast, momentum-based movement system for my character controller.

Castle Climber starts the player off in a small tutorial area, teaching players about the controls and movement mechanics, then shows a brief cutscene showcasing the threat and the level, and sets the player loose to complete the stage as quickly as possible. The main obstacles are the lava and the platforming challenges themselves; the level is specifically laid out so that skilled players can take a quicker, more direct route when utilizing better timed movement, while those who are unconfident or fail at these routes fall to a much slower path to the finish, putting them at risk of failure.





My Role:

These were solo projects, so everything was created by hand. Aside from music, which was provided royalty-free by a talented friend of mine, everything in the final project was created by myself and implemented in Unity within the span of two weeks.





Project Hurdles:

As a solo project, all of the implementation was at my sole discretion. Choosing a project that would be in scope, while taking multiple other project-based classes in the same semester, was a challenge. I decided to play off a concept I had submitted in the 200-level version of this course, which was a simple 2D platformer featuring the same witch with different movement mechanics.

As I wanted to challenge myself to break out of linear movement and the typical expectations of a simple 2D platformer, learning acceleration, momentum, and forces was a big focus for me during this project. I learned a lot about fine-tuning, playtesting, polishing, and iterative design as I attempted to improve my controller.





Project Reception:

The project received a 5/5 in Controls and Camera, 5/5 in Gameplay Systems, 4/5 in UI and UX, and 4/5 in Overall Execution.