POLYTOPE
A demo for an action platformer game
View source code here



I participated in a game jam in 2020, developing a simple platform game in Unity with checkpoints and a timer over 1 day. During the beginning of 2021, I revisited this idea and began to flesh out the game's mechanics.
Some of the features I implemented in the game include:
- Individual manager scripts using the static singleton design pattern
- Layer-based collision detection
- Rigidbody-based motion, movement damping, double jumping, gravity and bouncepads
- Raycasting for wall-jump mechanics
- Event-based input systems (instead of Unity's regular per-frame input test)
My design aims for this project was minimalism, so as a result I aimed to implement each feature in the most efficient and scalable way possible. In previous projects I found myself not refactoring enough, which left verbose and poorly designed code, making it difficult when I came back to add another feature; I quickly learned that this was an unsustainable way of developing, and over the course of my experience as a programmer I have improved my ability.