ADA

Early 2016

A 3D platformer, taking place on spherical worlds with real-time space flight mechanics

C#

Unity Engine

C# Programmer

Following the initial tutorial objectives on the first planet.

UI

ADA was the biggest UI undertaking I had tackled up to that point. I designed, created and implemented all of the UI present in the game. I was responsible for implementing the main and pause menu UI, as well as the interfaces used by the Mission, Database and Dialogue systems.

Spaceship Mini-Game

After implementing a third-party spaceship controller, I designed and implemented a 'space race' mini-game that saw the player flying through an asteroid field. The player would have to navigate through the field while on a limited amount of fuel. They would progress through the race by flying through rings that would give them extra time, as well as the occasional speed boost.

The 'space race' mini-game

Mission System

To give the player direction in ADA, I designed a modular mission system. This system was my first foray into back-end tools designed specifically for developer use. I made heavy use of Dictionaries and Enums to get this system to work in a modular fashion. The developer using the tool would customize each mission by adding generic objectives to them. These objectives could range from reaching a destination, to defeating a specific number of enemies.

Back-end UI for the Mission System

Once the mission system was completed on the back end, I created a UI generation system that would create UI elements based on each mission's objectives. These two systems combined to form the completed mission system found in ADA. I used the system extensively when designing more content for the player to complete.

The Mission System UI

Database System

Besides the missions, the team and I wanted to give the player a reason to explore the environment. To do this, we designed a system that would let the player 'scan' various flora and fauna in each level and them to a 'database'. Similar to the Mission System, I designed a few simple back-end tools to help populate the database.

Once the back-end for the database system was completed, I employed the previously developed UI creation system to populate another menu.

The 'Database' System UI

Dialogue System

To accompany the mission system, we needed a way to give the player context and reason for why they should be completing each mission. For this reason, I developed a simple dialogue system with another back-end tool as it's main interface.

Back-end UI for the dialogue system