Grid-X-Dash

Grid-X-Dash is a fast paced 3D game designed to test the player’s reflexes. I created Grid-X-Dash in Unity, and the goal was to create an inciting gameplay loop that kept the player on their toes.

Through doing this project I further developed my C# skills, experimenting with different mechanics (such as a slow-mo ability) that felt satisfying to use as well as served the gameplay loop sufficiently. I also learned further how to incorporate custom materials into Unity to enhance the visuals of the game.

 

Play Grid-X-Dash Below!
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The Process…

My process with Grid-X-Dash consisted of ideating on mechanic ideas that were unique and fun, then incorporating those mechanics through the use of C# in Unity. I used Adobe Photoshop to create custom textures for the level. I had to make sure they were tileable in order to increase immersion and bring cohesion to the project. In Unity, I made use of point lights and audio effects I made in FL Studio 20 to increase immersion further. I also began to get familiarized with Unity’s prefabs to optimize the process of building the 3D level. 

 

Ideation sketches I made to figure out the logic of the game’s rules and mechanics. 

A valuable skill I learned from this project was variable manipulation and tracking. I learned this skill through the incorporation of the scoring system. Through iteration on my C# code and through using techniques to use variables across multiple scripts, I was able to accurately display the player’s high score, as well as their final score from their current run. 

This process taught me that creating versatile variables that can be accessed across more than one script is invaluable to the endeavor of creating engaging game mechanics and systems.

 

One of the bigger challenges with this project was figuring out how to make the “Reflex Meter” function how I wanted it to. I iterated on the mechanic and used online resources in order to have it’s display correlate properly to the space bar being held and the slow motion effect being triggered. Eventually I figured out I had to manipulate the “delta time” variable whenever the space bar was held down.