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Skate Game Prototype

For learning new things

Curved World Shader

Inspiration (Design)

Infinite Runners often do this thing where their world is curved away from the camera, either down or to the side, for multiple benefits. Benefits like minimizing the amount of objects to render on the screen. However, since the game gets faster and faster the longer you survive, this means that the window to react to the objects appearing on your screen becomes smaller. I despise this.

As a rhythm game fan, I love being overwhelmed and responding to stimuli using just my subconscious. However, communicating these stimuli more rapidly using a negative feedback loop of reaction time leaves players unsatisfied. They feel cheated because the object that they died to wasn’t even spawned before they made the decision to dodge right instead of left. Even if this is not actually the case, it is still what the player experiences.

Gameplay Impact (Design)

What I did instead, is curve the world towards the player. This way, all the information is easily available to the player ahead of time.

This, other than looking cool, removes the previously mentioned feeling of frustration when the player allegedly makes an uninformed decision. All the information to make decisions on is already on the player’s screen.

This changes the challenge from Reaction Speed to Information Processing Speed

Implementation (Tech)

I use a Vertex Displacement Shader to curve the world.

It uses parameters that can be changed at runtime to create a dynamic curvature system which developers can use to elevate gameplay.

This is achieved by using a Data Driven approach when building this game’s architecture.

Data Driven Architecture (Tech)

Level Editor Tools (Tech)

Custom Rail placement

Saving and Loading

Interested? Contact me!