Forgott3n
* F0rgott3n is a story-driven 2D game about Dementia, guilt, and redemption.
* Dive into the fading memories of Alma, an old woman plagued by guilt. Explore her memories through sounds and reconstruct them. Visit places from her past and relive her memories. But can you uncover the harsh truth and repair her past mistakes before it’s too late?
Game Development
* Connected orbs stay together and play sounds in sync, while disconnected orbs fade, drift, and play sounds individually.
* Energy charging allows players to cut connections between orbs, affecting gameplay and progress* Designed the Sound-Part system, where players explore memories through sound-based interactions, shaping the story.
* Developed the Sound Orb System, with orbs behaving dynamically based on their connection status using line renderers.
* Implemented memory sound classification (A, B, C, D) and energy charging mechanics, allowing interaction like cutting connections.
* Designed movement constraints to maintain narrative cohesion, with algorithms handling transitions and edge cases.
* Developed regeneration logic, ensuring dynamic reconnections and seamless respawning. Implemented unique orb behaviors, including custom animations, glow effects, and voice lines tied to interactions.
Planet B
* You are flying with your spaceship when you are suddenly hit by an asteroid and crash onto a planet. Before you can continue your journey, you need to find all the missing spaceship parts that flew away on impact. The planet is inhabited by 3 alien species that live in a balanced ecosystem.
Game Development
* Developed the player controller(Twin Stick) and weapon system. Compatible on Steam Deck as well
* Implemented pickup and drop mechanics for spaceship parts using Scriptable Objects.
* Used Bezier curves to visualize grenade trajectory.
* Integrated the new Input System for customizable controller rebind settings.
* Created dissolve VFX for enemy deaths and an explosion particle system.
* Designed game settings (audio types, graphics, etc.).
* Contributed to water shaders and camera shake effects.
AI Behavior and Simulation
* Built a state-driven AI system that has hunting, evading, mating, and roaming with dynamic transitions.
* Lifecycle progression of aliens from resource, child, sexually active, and adult, with scaling and health adjustments.
* Implemented predator-prey relationships (Rock, Paper, Scissors mechanic).
* Reproduce logic with mate seeking behavior and lust threshold.
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