Rewind 2020

 Made in 2020 using Unity and C#


Game page

https://avnishbansal9.itch.io/rewind-2020


Highlights

  • Developed solo in a week as submission to Brackeys Game Jam 2020.2, based on the theme 'Rewind'.


  • Placed #108 in the 'Innovation' category and #526 overall, out of 1859 entries.


  • The illusion of an endless track, programmed by resetting the transform of the track every time it moves a certain distance, much like a typewriter head.


  • Pickup and damage mechanisms.
  • Particle effects spawned on collision events.


Description

Welcome to Rewind 2020, where you get a chance to start the year 2020 again. Not many things will change, but this time you will have an opportunity to make small contributions in order to make the world a better place and make 2020 a better year than it has turned out so far.

Keep running forward and usher in a new sense of hope and positivity. Every little effort counts.


Technical Walkthrough

Infinite Track

The illusion of an infinite track was provided by resetting the position of the ground every time it travelled more than half its length:
private void RepeatTrack()
{
    if (transform.position.z < (-length / 2))
    {
        transform.position = new Vector3(0f, 0f, transform.position.z + length);
    }
}
      

Animating NPCs

  • NPCs in the game could have two states - 'sad' or 'crying.'
  • These states were conveyed through their respective animations:


  • The state was defined in the Start() function using a random boolean variable, which triggered the corresponding animation in the animator controller:
    void Start()
    {
        isCrying = System.Convert.ToBoolean(Random.Range(0, 2));
        myAnimator.SetBool("isCrying_b", isCrying);
    }
    


  • Hence, the state and, as a result, the animation of the NPCs were initialised at runtime to introduce randomness and prevented manually configuring the NPCs.