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Pirateditor

About

Pirateditor was my first major project in Unity — a precision-based action platformer featuring a built-in level editor.

It was developed as the final project for my first academic year, with the goal of going beyond the typical 2D platformer. I began working on it just a month and a half after starting to learn Unity.

Project Info

Role: Programming

Team Size: 1

Duration: 2 Months

Engine: Unity Engine URP

Approach

In this project, I prioritized game mechanics over visuals, focusing on building a solid, optimized, and flexible system. My goal was to implement as many gameplay ideas as possible within the limited development time.

Key Features

Save System
● Efficient data saving to disk.
● Players can create and play their own levels.
● Each level is stored in an encrypted file containing:
     ○ Block and entity positions.
     ○ Level configuration.
     ○ Player information.

Included Levels
● Two pre-built levels ready to play.
● Completing them and collecting all coins unlocks new blocks for the editor, introducing a sense of progression and objectives to the game.

Optimization (Culling)
● Efficient culling system: blocks and entities outside the camera’s view are dynamically hidden, even while moving.
● Distance-based adjustment to maintain high performance.

Core Mechanics

Smart Blocks
● Blocks automatically change their skin based on surrounding tiles.
● When adding or removing a block, adjacent ones update dynamically.
● Highly optimized system ensuring excellent performance.

Rails & Platforms
● Rails for moving platforms and rotating blades.
● Mechanics designed to enhance variety in level design.

Editor Mode

Instant switching between Edit and Play modes.
● When returning to the editor, enemies and platforms reset to their initial positions, enabling fast iteration.
● Included:
     ○ Free movement in all directions.
     ○ Camera zoom and lock options.
     ○ Multiple block layers (background walls, blade paths, platforms, interactive blocks, decorations, etc.).
     ○ Smooth placement, duplication, and deletion of blocks across layers.

Player Mechanics

● Movement in all directions.
● Jumping and randomized attack animations.
● Throwable sword:
     ○ Only one sword available per playthrough.
     ○ The sword sticks into surfaces or enemies until retrieved.

Enemies

● Three enemy types, each with unique behaviors.
AI System:
     ○ Detects nearby blocks and entities.
     ○ Can jump across blocks, even on uneven terrain.
     ○ Compatible with moving platforms, pursuing the player naturally.

Crabby

The most common enemy. Slow but capable of attacking in both directions.

Fierce Tooth

Has a high chance to dodge attacks — best defeated using the sword throw.

Pink Star

Fast, unpredictable, and performs a quick charge attack toward the player.

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