top of page
Holo-Charge
Game Statement
Holo-Charge is a 3D platformer where the player navigates a futuristic and technologically advanced ball through sci-fi structures surrounded by a mysterious forest. The gameplay sequences between the forest and the structures greatly differ. The forest is mostly hazard free with obstacles the player has to navigate around, while the structural areas pose more dangers such as electrified water and spinning blades.
Timestamps
UI Navigation - 0:00
Start - 0:20
Balancing Beam - 1:56
Spinning Blades - 3:49
Rotating Platforms - 8:05
Technical Design
Mechanics

Player Movement:
The player movement is controlled by rotational forces applied in the direction of the inputs in relation the player camera.
A double jump can be performed that will slightly slow the player down to prevent a huge speed increase as they no longer have drag from the ground.
The player can boost which is equivalent to sprinting, a small increase in speed used for clearing larger jumps.

Collectables:
There are 2 different types of collectables, coins and treasure chests. These are to encourage exploration of the level. The total amount of collectables are displayed on the win screen to inform the player if they have missed any.

Obstacles:
Obstacles consist of spinning blades that destroys the player on contact as well as spiked rotating platforms that will destroy the player if they land on the spikes..
The blades are animated within the Unity Engine and the platforms are animated within AutoDesk Maya.
Other
Level Designs
_edited.jpg)





Iteration 1:
This was the first iteration of my level design. The player would begin by jumping upon large mounds of land that lead to a higher level. There would be two structures here for decoration, however there would be a coin hidden on one of the roof of a structure. From here the player would also be able to see the final destination above, they just need to find a way up to that level. The player would later encounter a waterfall with a series of platforms leading to a coin, however there would be another hidden coin behind the waterfall. Then the player has to jump across platforms floating above the lower level, meaning if the player misses a jump they have to backtrack to try again. After navigating past these platforms the player has the option to complete the level by moving into the structure containing the next level or, they could start to climb the narrow and winding mountain path that would lead to a secret coin and a good view of the level.
Sequence 1:
This is the level design that I decided to create as I felt it offered better gameplay elements than the previous design. Once the player spawns they can decide whether to take the long path on the grass or jump on the rocks to collect a coin and familiarise the player with the double jump. They then would reach a jump pad that would allow the player to jump up on platforms within the trees, there will also be a chest hidden on an optional platform. Then they will reach a large building that has an elevator that will take them down to the underground section.
Sequence 2:
The first room the player will reach is a balancing room. They just need to steadily roll the ball and not fall into the water below. There will a checkpoint half-way through this room.
Within the next room, the player has to roll along the wall on a thin beam while jumping over gaps and avoiding spinning blades. The red circles will be bouncy pads, these stop the player from jumping whenever they want and will have to time their double jump to reach the next one.
Then the player reaches a large portal room, where there is an additional hidden chest. The portal will take them above ground to a raised area just above the starting area.
Sequence 3:
Once the player spawns from the portal they will leave the room and can follow a path that will take them up the hill. There is a large canyon between the two raised areas that will have rotating platforms with spikes on the underside bridging the gap. Once the player reaches the other side they just have to roll up the hill and reach the finish line.
bottom of page