Super Explosion - Action Game
- manbeam3
- Jan 11, 2023
- 2 min read
Updated: Mar 11

Super Explosion is a game about free running across platforms while being under the pressure of bombs that are trying to stop you from reaching the next dimension.
Super Explosion | Unity
SOFTWARE: Unity
TEAM SIZE; Individual
DEVELOPMENT TIME: 10 weeks
PLATFORM: PC
AVERAGE PLAYTIME: 5-10 Minutes
YEAR: 2022
GENRE: Action
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In this game, the player needs to free run across the level while avoiding dropped bombs to reach the goal. The core pillars of the game are free movement, smooth momentum of the player, and a lot of explosions in either the player space or background space.
This project is from IDD420 INTEGRATED DIGITAL DESIGN class. The requirement for this project is to create a 3D game with the requirement of making a game that revolves around the concept of explosion and implosion.
Design Process
Since I want to create a game with a full running movement with a lot of explosions, I created lists of core and support mechanics of the game in the design documents first and how the core loop of the game should be.
After the document is finished, the hardest part is to create a player controller with a flowing movement and how can the game support a lot of explosions.
The player controller offers a lot of versatile movement and momentum from sliding, wall running, and wall jumping while I used a pooling system for the explosion and a custom audio system that has been implemented with its own pooling system to support hundreds of explosions on the scene. Additionally, I have created a checkpoint system that keeps track of the player's progress throughout the level and spawns them at the checkpoint if they die during a level. There is also a destructible system that has been used alongside the event system in the world.
End Result Gameplay
Retrospective
Challenges
Physics Character Controller(Rigidbody): This is the first time that I used a Physics Character Controller instead of a normal controller which is an early challenge due to the different coding approach.
Optimization: Due to hundred of bombs/objects being dropped into the scene, a lot of optimization are needed in order to increase the performance of the game, thus, resulting in the implementation of pooling and a custom audio system.
What did I receive
Obstacle path: Having just a linear path isn't enough, sometimes players just want to find their own way of achieving things so I learned to create a linear path that offers various approaches to create an illusion of choices for the player to make.
Making movement feel good: To make the movement feel good, many elements can be contributed into making it feel good such as camera effects or screen shake,
Satisfaction from an explosion: Having an object explode isn't enough, effects, ground shake, destruction, etc. are needed to make the player feel satisfied from just being near one.
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