Slip-Up N Slide was our first game project at PlaygroundSquad, made in the school's in-house engine (C++). Slip-Up N Slide is a chaotic split screen multiplayer racing game where players compete as penguins, trying to cross the finish line as quickly as possible. Finding their own path down a slippery track with chaotic physics and interactive hazards.
Since the game was made in a very bare-bones engine, everything had to be made from scratch. And for the player controller, that meant setting up a physics engine, attaching a visual model to the physics shape, applying forces and playing animations. Furthermore, this also meant making ImGui settings so that the designers could easily iterate the speed and feel of the character.
The initial setup of jolt was not made by me, but I ended up being the main person responsible for implementing physics-based gameplay. A big part of my work was making sure the physics worked as expected. This meant: parsing collider data and turning it into a physics collider; creating the shape for the player and attaching it to the controller; and tweaking settings such as friction.
On top of the things I already mentioned, I also did lots of other work. This includes, the in-world main menu, a SFX manager, a VFX manager, and bug fixing, lots and lots of bug fixing.