The Runner has returned! (from my 3rd gaming course)
- Adam House
- Jun 14
- 5 min read
Type: Product
Genre: Side scroller/platformer
Engine: Unity.
Released: 11/6/2025.
Last updated: 14/6/2025.
Learned from: Originally from Diploma of Digital and Interactive Games (2018), but recently decided to expand it.
Before moving further towards my game dev journey, I wanted to exercise my game and level design skills. I decided to dig out one of my old assessments from my hard drive and expand on it instead of starting a new project from scratch. I also wanted to make a project that can demonstrate the 3D assets I created and my creativity in action.
Originally it was going to be a quick exercise, but due to some issues, it end up taking almost a year to expand it. I had to make sure the game was polished and running as smooth as possible.
This time: I didn’t code as much, and a few of my 3D assets are in the game such as the Glue Cannon, Lightsaw, Security Bot, Security door, and Giant pistons.
Originally the project had 1 level and few sounds. Now the new project has many sounds,9 levels, main menu, and a finish scene.
WHAT WENT WELL?:
Despite some of the 3D models have a higher poly count than others like the Pistons, I was able to make the levels short and run above 60 fps as possibly.
I managed to make and edit particles respectfully like smoke, fire, Glue Cannon particles and sparks really well due to what I learned about making particles last year. Doesn’t include electricity sparks for Tesla coils since I followed a tutorial to help me make it years ago.
For the first time I added a level select menu and a button that takes Players to my home game site.
Despite doing minor code changes, I managed to work around the code that my past programming teacher did. For e.g., I tweaked the checkpoint system to make a sound once when the Player collides with it instead of it sounding multiple times. I changed code for the big button by the Security Door to only press down and activate when a crate has collided with it instead of the Player.
I worked around making sounds activate within the animation instead of code. Good e.g. is the Security doors, once the door activates the animation, it enables a Game object to play a machine moving sound. Once it reach’s the end, It disables the game object and enables a new Game object to play a machine stop moving sound.
I created a endless loop of the player’s character running animation on the platforms on the main menu with the help of a project I made few years ago called Roller ball.
I edited some sounds with Audacity to fit with the game as possible.
WHAT I LEARNT:
• Not much new things I learnt this time, but one thing is I have to think twice before working on a new project. I need to think about... - What good would it do for me? - What new things I will learn? - Is it worth taking months or years on the project.
WHAT WENT WRONG AND WHAT COULD I HAVE DONE BETTER?:
I didn’t realise at the last second that the Pistons had big poly count, I had to tone down the amount of Pistons in the levels so it doesn’t affect the frame rate. I could have reduced the Polycount of the pistons, but it was already animated and I didn’t want to risk anything happening to the Pistons like it not animating or something like that.
I did a lot of breaking the prefabs that were attached to what I made were level prefabs containing all the 3D assets each level, next time I will not make level prefabs and just make a group contacting each type of prefab like I have done before. Once the prefab is broken, I had to manually update the prefab nearly each level rather than clicking “apply” each prefab .
The Player jumping on Pistons is a little sluggish, I could tweak the jumping code to be more responsive, except its not my code, so I don’t want to be breaking any major code. I may need to make a mechanic in future that the Player can still jump and move well on moving platforms.
I tried to do Occlusion Culling, but it only seem to do minor improvements with the fps, Maybe I didn’t do it correctly or the assets already in the game are not designed to be LOD and blend with Occlusion Culling. I will need to understand it more in order to make noticeable fps improvements.
Making the short trailer for the game for the first time was a last min result, I need to plan and prepare more of what the trailer may showcase, sounds, music, possible cutscenes and what sells it compared to its similar recent competitors.
In the trailer, I don’t think I recorded the right wxh resolution of the video which made the it look outdated, I will need to adjust the record settings to fit on modern wxh resolutions that will fill the entire screen.
I accidently recorded the Mouse in the trailer, I should have the game turn the cursor off or move the cursor off screen and not touch it until recording is done.
Some sounds that that should be heard first (e.g. touch Finish flag), should have a bigger priority to be heard than other sounds, I will need to make sure sound priorities are set properly in the future.
I noticed they were missing faces on the Piston, at the time I thought players wont see that error, but I was wrong. I am going to let it go this time.
I think I should have spent more time getting players parameters and Pistons polished, it has few minor issues that cause the movement including jumping to be sluggish. I spent most of the time making levels rather than Player movement testing. I should REALLY spend more time with the core mechanics like Player movement as possible.
I could have turned the Gear and tank HUD off since it is not used and wont mean anything to the Player, but I decided to leave it there because I thought it fits with the Industrial/Dystopian theme. Next time if the HUD is not going to be used, I will remove it from the game completely.
OVERALL:
• Despite this taking longer than expected, I learnt what I can do better next time, things I should consider improving, and what not to do.
It was a fair good exercise, but I do not want to dawdle any further, since I’m still working towards a commercial product rather than a free product.
This project is a definite reminder for me to prioritize Core mechanics rather than level mechanics since I have been building test projects for a long time.
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