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Made an inventory system that allowed the player to only hold one thing, but would not be able to pick up anything when they hold harvested plants that haven't been turned in yet
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Made the simple character controller so a player can look with the mouse and move with the WASD keys
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Found and used QA testers in the time limit to help us with identifying any problems with the build and was in charge of making sure the bugs were known and dealt with by the teammate that worked on it
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Created the simple VFX design that you see when a plant needs water, a plant died, or a plant was ready to be harvested
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Participated in the 46th Ludum Dare with a 5 man team of programmers, artists and sound designers from different parts of the world.
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Managed the communication within the team despite being in vastly different timezones
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Responsible for creating a system that controlled the life and death cycle of the 3 plants in the game and programmed how the player would interact with the plants at a given state
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In charge of balancing the scoring system in correspondence to the time it takes for a plant to grow so there isnt one dominating pattern of plants that the player decide to grow that give them a drastic advantage over others