Banana Blitz
Banana Blitz
Sleeper Build Studio's First Released Game
Sleeper Build Studio's First Released Game
Tripping a friend
Rolling curses
Details
Role: Programmer & Designer
Engine: Unity
Team Size: 5
Project length: four months
Status: released on Steam
Key Points
Key Points
- Online multiplayer
- Daily uploads on our social media showing progress and to promote growth
- A easily scalable curse system that changes the way the game is played
- Controller & ultra wide support
- Mix of hand crafted and procedurally generated levels
What I Learned
This project's big challenge was the online multiplayer aspect. Using Unity's Netcode for game objects we were able to make a smoothly playable game with people in different continents, all without requiring port-forwarding. Another big focus for us on this project was learning what works best for social media to promote our game which also means our whole development process is watchable on any of our social media platforms. This was also the first project where I worked on getting controller support to allow for Xbox, PS4, and PS5 controllers to be able to play the game along with keyboard & mouse. We also started out with a procedurally generated focused level but ended up pivoting to a mix of hand crafted and procedural generation to allow for more control on our end on pacing of how the game goes and to smooth out big jumps in difficulty. Lastly, our unique curse system that adds random rules and modifiers to each run is scalable and allowed for us to make nearly 50 different curse prototypes so we were able to test them out early which allowed for us to cut the ones that weren't fun, or balance the ones that felt unfair.
This project's big challenge was the online multiplayer aspect. Using Unity's Netcode for game objects we were able to make a smoothly playable game with people in different continents, all without requiring port-forwarding. Another big focus for us on this project was learning what works best for social media to promote our game which also means our whole development process is watchable on any of our social media platforms. This was also the first project where I worked on getting controller support to allow for Xbox, PS4, and PS5 controllers to be able to play the game along with keyboard & mouse. We also started out with a procedurally generated focused level but ended up pivoting to a mix of hand crafted and procedural generation to allow for more control on our end on pacing of how the game goes and to smooth out big jumps in difficulty. Lastly, our unique curse system that adds random rules and modifiers to each run is scalable and allowed for us to make nearly 50 different curse prototypes so we were able to test them out early which allowed for us to cut the ones that weren't fun, or balance the ones that felt unfair.
More info can be found on our games socials, including a postmortem devlog on our youtube:
More info can be found on our games socials, including a postmortem devlog on our youtube: