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Right Hand Man


ABOUT
Right Hand Man is a 2D Action Platformer with a comical twist where the player plays as The Right Hand Man, who has to Jump, Swing and punch his way to marry his lover.
PROJECT DURATION: 6 Months
TEAM SIZE: 5 People
SOFTWARE: Custom made engine (C++)
ROLE: Gameplay Programmer / AI Programmer / Physics Programmer / Game Designer
AI logic and design
Working in an unfamiliar environment, I designed the "mob" AI to be very simple. The AI consisted of two types of interactions, "Active" or "Un-active", where they would either wait for the player to engage them or attack the player.
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- Two types of enemies where created. A static range enemy, and a patrolling melee enemy
Physics and player mechanics
The physics system used an impulse resolution system. To make use of our physics system, we included as many physics interactions as possible.
- Enemy and players moved with physics
- The player's attacks and hook moved the player with forces. These forces were also affected by gravity and drag.

Boss mechanics
To create a more engaging boss fight, the boss AI were created separately from the mobs. They had more states and behaviors but also working in similar ways.
- Each boss had a unique state machine, creating diverse and interesting boss fights
- This allowed for more experimentation with the bosses, without any risk of affecting the AI state machine
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