Engine Used: Unity

Team Size: 4 Game designers

Project Development Time: 2 Months

Role: Programmer / Level & Sound Designer

K.O.R is a 2.5D platformer game where player controls a shapeshifting and color changing robot. The robot does not collide with the surface that has the same color as it. Players need to navigate around hazardous objects in order to reach the capsule pod to escape the facility.

 

Core Mechanic & Implementation

Kor1.PNG
Kor2.PNG

Characters only physically interact with objects of opposite form, negative with positive and visa versa.

Same rules applies for hazardous objects.

In order to navigate in the level, players need to change forms during their movement cycle.

Player dynamically changes it’s physics layer in order to handle changes in physical interaction.

Player state machine consists two sub state machines for two forms to achieve more structured implementation of the character.

 

Hazardous Objects

Door.PNG
Pranker.PNG
Turret.PNG
Kor3.PNG

Force Walls

Force walls kills player character regardless of form.

Force walls can be disabled via picking up the battery.

Every force wall assigned a battery as default.

Force walls have their own layer in order to physically interact with both forms.

Switch Platforms

Switch platforms changes their color or their interaction rule every 12 seconds.

3.5 seconds before the switching three consecutive sounds cues given every second which ends with shorter switching sound.

Switch platform changes their materials and layers dynamically.

Turrets

Turrets are the only hazardous object that effects player from a long range.

Turrets fire a bullet of their type, players either can dodge the projectiles or switch their for same as the turret in order to get out of harms way.

Spikes

Spikes are deadly in contact but still part of the same form system.