When Pigs Fly
As a runaway pig, flee across the lands while picking up feathers to achieve your dream to fly.
- Team Size: 13
- Duration: 6 weeks (20h / week)
- Engine: Unity
Introduction

When Pigs Fly is a game inspired by Subway Surfers and developed by a team of students from The Game Assembly Malmö.
The fist ever group project at The Game Assembly. It involved 4 diffrent disiplince working togeter in scrum.
Contributions
Collision Logic
The player was fist divided up as if a rubix cube to notify difrent types of hits. This got a litle teadius so I divided it up yet again into a hurt/stumble collider and a death collider.
I was not verry used to working in Unity so I was a very causus when it came to performance. I designed the collision to mostly work via deligates and avoinding needless cheks on update as much as possible. It also came with the benefit of containing the components logic to mearly be that of the collision check since it could deligate the responsibility of handeling the collision to the relevant components.

Chaiser Character
The chaiser character was a feature we where constantly on the fence about. The week before handin I was given the finished character and the responsibility to implement it.
It works by having two designated positions. The first is its newtral position where it is out of the cameras view. When it gets notifyed that the player was hurt it moves(/lerps) forward to its chase position. Then falls back again when the player stumble is reset. When the player dies from a stumble it leaps(/lerps) to the pigs position before coming down for the elbow slam. If the player instad dies from a head on collision the chaincer will play a simple hat tilt animation in place.


Reflection
This was my first ever experiance work in group spaning several diffrent disiplins. This project showed the importance of planing and giving out responsibilyty to not overwhelm later on down the line. It made me however recognice the benefits of well designed systems and event driven programing. It made adding new gameplay elements a straigt forward process.
