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Sonrise

Sonrise is 2.5D Die-and-retry platformer made as a university project over the course of 8 weeks. The project is heavily inspired of the game Celeste, more precisely of the character controller of Madeline as this was a restriction imposed on the project.


You can download the game here

Synopsis

This is Sonrise, a game where you are Petal, a kitsune, who still have yet to prove himself to his parent to become a Kitsune spirit like them. In order to do that, he will have to climb the Sunrise Tower by using his agility and movement, is what it would have been if he were to follow the tradition but Petal prefer to do it his own way.

Main tasks

In this project, I worked as a Technical Gameplay Designer, where I was responsible for both programming and designing the character's movement (3Cs) and mechanics, as well as shaping the overall gameplay experience centered around the character.


-Designing the character controller


-Design of the gamefeel and some gameplay


-Blueprint programming of gameplay mechanics

Basic Movements (gamefeel)

Because this game was a platformer that required a lot of parkour. I wanted the character to have precise movement and fluidity. I tweaked the character controller for the duration of the project to accomplish the best result in term of gamefeel.

The grapple

The grapple is something I'm very proud to have implemented and it made me learn a lot. The grapple was the main gameplay mechanic for Petal when he didn't have the mask. It allowed petal to grapple to bells that were scattered at different places and I even did a little auto-aim system to know which bell the player want to grab to help the flow when moving with the controls.

Wall Grab

I made it so Petal can grab to a wall and can jump from it to chain quick gameplay.

The Mask

The mask is a state for Petal that can change that represent which mechanics he can do. For example, when he has the mask, his ability focus more on agility but without the mask, he focus on having a grapple. Also, we made it so that the mask can be put or removed at any time to make a fun gameplay.

Dash (Mask On)

Implemented this one so that Petal could dash in 360° each time he jump before landing on the ground. There are lamps that give a dash charge back if collided with so that Petal can dash again in the air.

Tail Whip (Mask On)

Implemented a tail whip that when Petal is on a drum, he can do a tail whip to propels in the air.

The Team

Designers : François Marie-Morin, Rachel Boulay, Samuel Séguin


Technical Gameplay designer: Rémi Therrien


Artists : Cameron Lamoureux, Ulric Boucher, Vincent Lalancette, Émile Lehouillier, Eddy Iv, Félix Simard-St-André