Caverns of Torment: Developer Diary
For this project, our task was to create a 2D platformer within the Unity engine. This involved creating the character, establishing a controller that felt smooth and polished, and implementing a camera that matched the pacing of the gameplay and moved naturally with the character. The objective of the game was to navigate hazards, enemies, and various platforms to reach the end of the level.
This is probably one of my favourite projects to date, given my love for retro games and platformers dating back to the Sega Mega Drive and SNES! There are several nods and homages to some classic titles, which I hope you'll notice when you give Caverns of Torment a try.
User Experience Overview
“Having grown up during the era of the Sega Mega Drive and SNES, my aim was to replicate the same excitement, joy, and challenge that characterised games from that time.
I wanted to capture the look and feel of a traditional platformer, while also ensuring it felt unique in its own way. The character controls are intuitive, and navigating the environment and hazards feels well-balanced.
The various pickups, secrets, and power-up help to enhance the overall user experience.”
Wall Slide and Jump Mechanic
“This was probably one of the most challenging, yet highly rewarding mechanics I've had to implement. The character controller's visual scripting was already quite complex, but I was determined to add this mechanic that I had planned in the documentation before starting development of the game.
It required extensive play-testing, fine-tuning variable values, and managing various Booleans to ensure smooth functionality and allow the player to utilise this mechanic effectively. I'm very pleased with the result, as it makes navigating the environment more fun and engaging.”
Level Design Plan
“I thoroughly enjoyed the design process using graph paper to map out the route, hidden areas, collectibles, and hazards.
The level needed to incorporate some vertical drops and ascents to allow the player to utilise the wall slide and jump mechanics I developed.
The goal was to maintain a balanced mix of skill, difficulty, and enjoyment, while ensuring the game wasn't too easy, an important aspect I focus on in the user experience.”