Tunnel Vision
As a depressed artist, traverse your own mindspace to rediscover your passion for art and overcome your doubts.
- Team Size: 13
- Duration: 12 weeks (20h / week)
- Engine: TGE (TGAs in-house engine)
Introduction

Tunnel Vision is a Celeste-inspired 2D platformer game developed by a team of students from The Game Assembly Malmö.
For this project we were using Unity only for export via a script given by the school. The rest of the game was developed in the schools in-house engine (The Game Engine).
Contributions
Collision System
The collisions in our game were only required really for our player. It was a brute force checking with the enterer list of box colliders whenever the player moved. Based on the movement of the player character I retrieved the faces of where the colliders hit.

Sprite Implementation
The engine already supported sprites. I raped it to allow for sprite sheets to be used. I also added more matrixes to make pivot and offset possible. I designed it to use json describing how to interpret a spreadsheet. I designed it to be as agile as posible to add on to with new variables to be able to tweek as mush as posible.
There was a section where the player was to see a noted character. I made it possible to record and play back an animation on command.

Reflection
For this project we were verry ambition. There were a lot of features needed yet not the time to make much polished. A lot of features were made in a rush. It did produce results, yet it resulted in a lot of overly complex design. With data being sent all over the place and systems not being ready or thought through before hitting production. We had several blobs where code was inserted haphazardly. It is still the project where we had the quickest development times, but at the cost of structure.
