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Puzzle where the player must move the portal to the assistant for him to escape
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Animations from the 1st fight between the Admin and the Assistant
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Boss fight vs Assistant.
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Hyperblast from the 1st fight between the Admin and the Assistant
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The 2nd level the admin forces you to playtest, with advanced bots that target the user position
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Screen capture of a part of fight vs assistant.
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Here is a creative gimmick found in Level 4, where the user must find the letters to spell out the ID of an object that must be destroyed
Inspiration
As a team of programmers, we have always been fascinated by the terminal. It has many useful commands and interesting functionalities, and the feeling of professional system control that it gave was always appealing. Naturally, we wanted to try to see if we could implement this into a project we made. So we had the idea, what if we make a platformer game where the user can use a terminal to navigate around a world?
What it does
Our game is a platformer with 2 modes: story mode and levels mode. In story mode, you are introduced to the concept of the terminal by the assistant, who also has access to sudo commands. He teaches you how to use sudo commands to bypass admin access, which can be used to create and destroy platforms or walls. You can also move other objects, like portals. However, the system does have an administrator, who has become upset by the recent use of sudo commands. When the assistant runs a recursive sudo command, the administrator comes in to stop him, fighting and defeating the assistant. He explains that he has brought the player on to playtest his levels, which he forces the player to then do. Eventually, the player must rebel and fight.
You can also try level mode, which contains 5 small platformer levels that will test your abilities with terminal commands!
How we built it
We built our game in Unity as a 2D game, with scripts written in C#. Sprites and other assets were created in Aesprite.
Challenges we ran into
Half our team came into Unity with near no experience with Unity or C#, which made the creation process challenging. However our experience with Java made C# relatively easy to understand. The hardest part to implement would be the bossfight and attack systems, including animations and collisions with objects. Additionally, we had scrapped an earlier game idea halfway into the hackathon, essentially cutting our window to 7 days.
Accomplishments that we're proud of
We are really proud that we were able to make something original, as the idea of terminals and command-based gameplay is something not often seen. Considering this is our first time with Unity, our animations are also quite high quality and intense.
What we learned
We gained experience with using Unity, C#, and how to make a game. We learned how object collisions and scripts work in Unity, and how to use scenes and modify object properties with scripts. We also used external Unity libraries like Post-processing.
What's next for Terraform
We intend to expand our game and make story mode longer and more polished, possibly with more sprites and unique looks for each level.
Credits
BG Music[(S)hell by LLAAPPSSEE]: https://www.newgrounds.com/audio/listen/879135
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