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Speed Master Logo.png

Game Summary

Speed Master is a side scrolling platformer where a brand new robot is being tested in its ability to traverse different courses. The robot must complete the course within the time limit. Therefore, it has to act fast and precise with it's movement. It also has multiple abilities related to its head. These abilities allow it to traverse through different challenges throughout the courses.

Role

Length

Tool

Designer

Programmer

​

2 Week

Unity

C#

Team Size

1

Controls

Speed Master Controls.png

Fast and Accurate Movement

This platformer focuses on having the player perform actions quickly and accurately. Fast acceleration can give the player the feeling of moving quickly, also having fast deceleration can help players precisely control where to stop.

Controlled Jump

Jumping Mechanic: Jumping is extremely important especially in a precision platformer, since one mistake will easily mess up a good run. The jump for this game is set to jump higher as the player holds the jump button. The jump is purposely set to have a longer upward acceleration time and falls down quickly after hitting the peak. This jump mechanic will give the player much more control on how high to jump based on the distance needed to be covered.

Air Control: The player have a decent amount of air control either if this is used to stop at a specific spot in the air or changing direction mid air. 

Rope Swinging

Rope SwingingPhysics based rope swinging is another key part to this platforming game. The player needs to rope swing from one platform to another or from one rope swing point to another. One thing that creates satisfying rope swinging is the perseverance of momentum, this allows the player to surpass the speed that the player is usually running at. 

Rope Swing UI: To create an enjoyable experience the player needs to know the max distance of the rope swing. A visual UI allows  the player to know which point they are going to swing from, and if they are close enough to a swing point. This will also allow for the player to learn the max reach of the swing. Having the UI change color/transparency can help the player learn the max reach. Having this indication slightly before the actual max distance is important, since it will allow for the player to react to the indication and give them time to press the button.

Head Mechanic

Platform: The head of the robot is a major part of the game, it’s used in many ways to help the player traverse different courses. The most basic use of it is using it as a platform. Throwing it out and the player can jump on the head and use it like any other platforms in the game. It can be used to cross gaps that are too big for a max distance jump.

Jump Boost: Another way to use the head is to use it as a jump boost, it can help the player reach heights otherwise couldn’t. It is done by jumping towards the bottom of the head from below and it will launch the player upward.

Teleport: The last use of the head as a teleport point. There are two major uses of it. First is to allow the player to throw the head out mid air and teleport back on to the head. Which will provide a stopping point for the player. Which gives them some time to think about what to do next, or gain access to paths or rewards that can’t be acquired through other means. The second way to use the teleportation is for the player to create a temporary checkpoint.

Lastly after the head is thrown out the player can not recall the head while in the air. This is to prevent the player exploiting and not thinking about when they should keep the head out and when they should recall it.

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