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LIGHTMARE

SUMMARY

Lightmare is a 2D Puzzle Platformer which utilizes light as the main mean of interaction with the world.

 

While interacting with the world, players will encounter a multitude of hazards, all of which will require player's mind to overcome the challenges to come.

Lightmare finished its development process in March of 2018. The game was developed over a cycle of four months by a team of five.

 

Although the development process was somewhat troublesome, the game has finally reached a point where all developers feel satisfied with its content.

DETAILS

Due to the size of the team, much of my development work has been distributed in different areas of the game. I have primarily focused on Designing and Scripting Systems, and Mechanics. During this time I also had to learn and be part of other areas of the developments such as implementing art, animations, sound etc.

 

My largest responsibility in this project has been being the Lead Programmer of the project. I have been in charge of scripting the most complex and large interactions within the game world. My main contributions to the team have been the Multiple Character support and the Lights System. In the game Players control two different characters; however, for this task, I also had to script not only the character controller but most of all their interactions with the Light System. Additionally to this, I was deeply involved in the Enemy development process, which included creating and polishing their systems and interactions, while also adding animations and other feedback elements. 

 

I designed almost every major mechanical system in the game, primarily the Main Character and the Secondary Character. According to the core vision decided by the team, each character has its own abilities and unique features. OInthis area, I had to create flexible systems that would allow the player to have a different feeling using each character.  At the same time, I developed the light beam system in the game. On this specific subject, I spent the most time since I had to set the number of uses, reflections, and their proper interactions for all of the puzzles within the game.

 

During the four months of development, many systems were created in order to satisfy the game creative vision. One of these main features was the player's ability to aim and place light beams on the environment at will. For this, I was in charge of allowing the player to change different light types whenever they felt it was necessary. For this, I created a radial menu functionality that could be trigger by the mouse at any time. This also implied to create UI elements that would ease the use of it. Although this was the original game idea, we had to move to a different direction in which the player would not place light beams on the world, but instead, these would be already placed. Although this eased the Level Design Task a bit, it also implied the creation of a stationary light system with dynamic changed according to the interactions with the environment.

 

For this,  a mechanic using Mirrors and Lenses was created. Thus, players became able to drag mirrors in determined areas in order to solve the puzzles or interactions in the environment, while at the same time being able to use lenses to extend the usability of the persistent light beams.

 

Besides creating these main systems, I also participated in the integration of other smaller mechanics designed for specific scenarios, levels, or situations. Finally, I was in charge of the implementation of the animations and art assets for most of the mechanics in the game, especially the main characters.

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