I took inspiration from the platformer Celeste and first-person shooter Overwatch.

What it does

It is a platformer game in which you attempt to reach a goal while dodging enemies. You have 2 jumps as well as a dash ability, which makes you teleport a short distance in any direction. Use your lightsaber to destroy enemies, but beware; they can also shoot back.

How I built it

I used Gamemaker: Studio 2 to make this game.

Challenges I ran into

  • Level design
  • The lightsaber is just a rectangle with a gradient lol

Accomplishments that I'm proud of

This is my first Gamemaker: Studio 2 project featuring frame-rate independent game logic and frame-rate dependent rendering. Essentially, game logic and rendering are desynchronized in my game. For example, a computer at 15 FPS can still run my game without the game logic slowing down, even though my game's desired speed is 240 FPS. The controls for my game are thus checked as fast as possible on any machine, even though the game's logic always stays at a constant speed. This means that rendering will be capped at 240 FPS, which is very nice because the maximum FPS of monitors right now is 240. The advantage of this method is that the game will not slow down randomly due to the computer lagging, and this functionality does not require that much code to implement. I am also proud of implementing the mouse-controlled camera because it solves many issues of camera positioning. For example, even with the camera "lagging behind" the player, the mouse position makes the field of view more reasonable.

What I learned

I learned how to make a cool action platformer.

What's next for Escape

  • Fully implement the menu system
  • Add another background theme (e.g. orange, green, purple)
  • Add more enemy types
  • Finish 20 levels

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