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Proxima C

By: Nieco Aldoni & me

What this is

A space game we built to learn about game experience design (visuals and audio) and procedural generation.

Story: the player, an expedition robot agent, stranded on a planet called Proxima C, must survive on it while a rescue ship is coming on its way.

Further story? It's in the game. Just clone, build and run it. :)

Tools

  • Adobe Illustrator CC 2020, Sketch for Mac
  • GarageBand for background music
  • Adobe Audition for foley sound effects
  • Xcode 11.5: Swift, SpriteKit

What we've done

  • Nieco: design
    • 2D game assets & tiles design
    • Foley sounds and background music
    • Game design & story
    • Theme, both visually and auditorily
  • Baskoro: tech
    • Swift / SpriteKit coding
    • Procedural generation for: (128 x 128 tiles - still wondering how to generate an infinite plane)
    • Sweep line algorithm to reduce node count of acid tiles' physics bodies
      • Making one SKPhysicsBody per tile just makes the node count sickly huge - and blasts the memory.
    • Refactoring, etc.

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Proxima C: an example game demonstrating some procedural generation techniques

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