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Overfly

“Overfly” is an ALT CTRL co-op side-scroller game made in Unreal where two players need use bike pumps to work together and overcome obstacles, collect stars, and reach the destination.

We used ultrasonic sensors to customize two bike pumps as our game controller. Each player will control one pump to control one of the balloons in the game. Players need to decide how much air they pump on each side in order to balance the ship and pass the level.

Specs
Date
Role
Team Composition

Unreal

PC

Multiplayer

01/2023 - 04/2023

Lead Programmer

Hardware Designer

Game Designer

Programmer * 2

Artist * 2

Tech Artist * 3

Producer * 3

Details

  • Physics Based Movement: Independently designed and implemented an advanced movement system incorporating real-time physics calculations to realize diverse movement modes that served as the foundation of the ALT CTRL game.




  • Hardware Design and Implementation: Programmed C code onto Arduino motherboards for ultrasonic sensors as the key component of our ALT controllers. Kept optimizing hardware communications to achieve responsive control of the in-game balloon inflations.


  • Smooth Boundaries: Designed mathematical formulas to dynamically limit the vertical and angular velocity according to the ship’s height and angle, achieving smooth and natural stops.


  • Valid Input Filter: Made verification procedures to filter invalid input from the Arduino motherboard due to its instability nature. Drastically improved the stability of inputs.


  • Object Inheritance Hierarchy: Designed inheritance hierarchy for obstacles, spike obstacles, moving obstacles, spinning obstacles, etc. Making it very easy for artists to make new assets.


  • Innovative Inputs: Designed and implemented two kinds of input methods for game menus and gameplay on bike pumps: scrolling and confirmation. Scrolling is achieved by moving the pump up and down. Confirmation is achieved by “bursting”, which is to quickly pump twice. The “burst” mechanic is also used for “jumping” in gameplay.




  • Collaborated with a game programmer to conceptualize and implement a highly performance-enhancing logic, optimizing camera height detections with a method that ensured both smoothness during level height shifts and performance during constant height

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