FLESHBOUND






About
FleshBound is a fast-paced and blood-pumping demon-slaying speed running action platformer with a unique “splatterpunk” aesthetic. Traverse unique and dangerous environments by utilizing abilities like dash, wall-run and grapple. Explore the environment vertically through launchpads and see the world from a different perspective through the gravity inverters. Slay vile demons all along the way.
You play as Endo, a human incarcerated inside the fleshy walls of a living prison in hell, the Manifold. The sentence is harsh: be cocooned in place and slowly morph into a demon. One day a parasite attaches itself to Endo and begins communicating with him, offering a chance to escape his prison. Run!
Retrospective
FleshBound was the first game project that I did after having started taking my studies a lot more seriously.
On top of that, I took the resposnibility of being both the lead programmer and the CTO.
This project definetly has a rough start due to the fact that this was most of ours first time working
with Unreal, on top of that Perforce was having quite a lot of issues being down.
My main tasks as a programmer was to implement the character controller and make sure that it works with the omni-directional gravity system.
There were a lot of difficulties figuring out all the quaternions, solving gimbal locking, constitent rotations and making sure the player never felt confused about what is happening.
As the computers we had access to were not the fastest, we knew that the compile time for Unreal would pose a problem.
Some people only had access to HDDs, which could lead to 10-15 minute compile times.
To combat this I split the stream that us programmers worked away from everyone else, so that the work we implemented did not need to be recompiled as often.
My Contribution
- Character Controller
- Wallrunning
- Wall jump
- Blink/Dash
- Omnidirectional gravity
- Area Effects
- Launchpad
- Time dilation
- Gravitational direction & strength
- Lead
- Perforce Streams
- Build deliveries