Summary

Swingbot is a 2.5D platformer game where the player controls a tiny robot by using a grappling-hook mechanic. The robot, named Swingbot, one day boots up and realizes that all of his robot friends are destroyed. Now he must escape.

Platform: PC
Engine: Unreal Engine 4
Language: Blueprints
Development Time: 2 weeks
Team Size: 4 Designers & 4 Artists

Role

As a scripter I focused on designing and scripting enemies and traps. I also made a checkpoint system. We created both an online, and local highscore list. I made the local one. I was also the sound designer and composer in this project. I modified and implemented all sound FX in the game. I also made the music.

Highscore

The high score is made up of several different widgets. There’s one master widget that holds everything static. The actual scores is then created within a vertical box inside the master widget.

If a local save file exists, load it. If not, a save file is created. The score and name arrays is then copied to local arrays.

When the high score parent widget is created, one line for each high score is created wihtin the parent widget.

When a new score is submitted, the new name and score is added to the arrays and goes through a sorting function.

The arrays gets resized if the length is more or equal to 15, and finally the arrays is saved into the actual save file.

The Turret

The Turret is shooting at the player if it has a clear line of site, and is close enough to the player. Activation- and deactivation sounds is played to let the player know if the turret is active.

The hydraulic press

The player has to sneak by this trap quickly before it crushes Swingbot to pieces. The Press is designed to only be able to trigger the death event if the press is on it’s way down.

Sound- Design and implementation

For Swingbot’s movement I took the sound of a glass marble rolling over hardwood floor and slowed down the audio for a slightly lower pitch. I combined that with random bleeps and clicks and made a loop out of it. The volume and pitch is then altered in game depending on velocity of Swingbot.

Here’s a short sound sample of the game without the music.

Code for the laser beam audio, which work in a similar way.

Music

I wanted the music to be simplistic and a bit melancholic. I experimented with different percussions and rhythmic elements, but decided to leave them out. The music blended in better with the ambient track that way.

Screenshots