Skylar & Plux: Adventure on Clover Island is a single-player action-platformer game headed to PlayStation 4, Xbox One and PC in Q1 2017. The game embraces a vibrant colorful world of 3D platforming, following the best traditions of the third-person platformer genre. It sets two unlikely heroes on an adventure to prevent the villainous CRT from conquering their home and turning it into a wasteland. Together they will explore lush beaches, an active volcano, a freezing mountain and a merciless desert while collecting powerful upgrades in order to fight CRT and his henchmen.
This is my current project at the studio Right Nice Games that I founded in November 2015. This project initially started as a school project but after it won Swedish Game Awards in the categories Best Execution in Art and Game of the year the group decided to take the game to the next level and release it commercially. That’s when they asked me to join the team and I became lead programmer, scripter & designer for the project. The game was awarded the Unreal Dev Grant by Epic Games in May 2016.
Title Skylar & Plux: Adventure on Clover Island
Platform PC, Xbox One, PlayStation 4
Development time TBA
Development period August 2015 – January 2016
Engine Unreal Engine 4
Responsibilities Lead programmer, Scripting & Level Design
Everything is created using Unreal Engine Blueprints.
During the project I’ve taken a lot of responsibility, both in managing my own tasks and other’s. I’ve gone through the process of starting a company, which included many discussions, hard choices and compromises. I’ve even managed a group of students from FuturesGames that wanted to work on the game in order to make portfolio pieces for themselves.
“Two very important aspects in making a successful 3D platformer are controls and camera angles, and these two were as perfect as they could get.” – Examiner.com 2016
During this demo I don’t touch the manual camera controls, everything the camera is doing is controlled by the game.
Jump, Double Jump, Spin, Spin jump, 3 Punch combo
Hit stun When hitting objects the character will go into slow motion for a super short while to give a bigger sense of impact.
Reset jump If the player makes her double jump close to the ground the game will count it as their first jump. This way the player doesn’t ever think that they still had the double jump ready.
Push up Helps the player and pushes the character up ledges if they are close to make the jump so that the player doesn’t feel cheated by the game
Jet pack Hover, Roll, Roll jump, High jump
Time orb Slow down time (everything in the world is slowed down except the player character)
Magnetic glove Pick up metallic objects, Throw metallic objects, Spin metallic objects around the player
Making the camera I took inspiration from many 3D games including Zelda, Super Mario 64 and Jak and Daxer. This video by John Nesky, programmer on Journey helped me as well. The camera system is still improving every week and is one of the things I’m most proud of in the whole game.
Automatically follow player
Adjust the height for when the player is moving on a slope
Raise camera upwards if there’s something under it that breaks line of sight
Increase camera FOV when looking upwards to let the player see more and give a bigger sense of scale
Makes sure that the player always have priority if they want to control the camera manually
System to tag objects that the camera should not consider something that breaks the line of sight, for example trees, poles and enemies
Create conveyor belt on spline that moves objects that are put on it, scale width, choose between closed or open loop, rotate in all axes.
Make the surrounding area “go back in time”. It changes the material on meshes to make them look newer and hides and shows some meshes in the surrounding area.