Hit N' Bit
By Digital Scorpion Interactive
About
Hit n’ Bit is a dark fantasy Metroidvania platformer. Embark on two different journeys where you will fight monsters, explore a story-rich world, and encounter challenging puzzles. Reunite the royal siblings, defy the machinations of old gods, and redefine destiny!
Developer :
Game Trailer
Introduction
Hit n' Bit is a big form 3D action-adventure platformer game. The game demo has already been published on Steam. Even though I joined the team in the middle of an ongoing project, I played an essential role in the Unity Development team. I worked on optimization and improved the overall performance of the game and more.
What function did I implement?
As a Gameplay programmer, Even though I mainly focus on planning and organizing work tasks for our members, our tech team is still too small to work on this scale of game. This is why I need to do tasks as much as other tech members do in order to implement things our team needs to add to the game.
-
Refactor code structure
Since we need to continue working on the previous group code, I need to refactor the code so our team can work on it separately.
-
Camera Controler
For my role as a gameplay programmer, Camera control would be my main work. Even though our game uses a Unity Cinemachine camera, I still have to implement all the camera controls, cool effects, and transitions in the game. That includes jumping into the starter camera, wall running camera, camera look at NPC, mushroom bounce camera, table falling top-down camera at the end of the game, and most importantly default player third person camera.
-
New Player’s Animated Sequence Swing
Because lack of programmers, we needed to cut out some mechanics in order to finish the game implementation and debugging. Physic swing is one of the mechanics we decided to cut off and replace with animated sequence swing. With a system of path creators, I would be able to create a swing setup for designers to work on.
-
Simpler Enemy Behavior
Since we got feedback that we have too many random events making the game feel too random, we need to implement a simpler enemy behavior for other designers to set it up and be able to predict the specific encounter.
Help to debug other
I was signed as a gameplay programmer however I also have other factions debug the problem they face including:
UI: Mission indicator Manager
Animator: Player open mouth and swing animation