Hyper-Lane Traveler

 

Hyper-Lane Traveler was made as an exercise in design constraints.  In the case of Hyper-Lane Traveler the game had to be made for a device with limited controls and a small screen (seen simulated in the footage).  In the game you play as radical hyper-lane surfer.  You try to avoid oncoming traffic for as long as possible without wiping out.  To do this you need to maneuver around the hyper-lane.  In addition you can gather laser beam power ups, damage deflectors, and even radar systems to help you out. Hyper-Lane Traveler was made in the Unity Game Engine.

As mentioned above Hyperlane Traveler was an interesting project as it gave me the opportunity to design and code a game with a comparatively limited control scheme within a small play area.  While those elements were all exciting to work on, the mechanic that sticks with me most is the radar power up which spawns a “ghost” of the oncoming items in front of them which are green when they do not overlap with the player and red when they do.  While ultimately a fairly simple implementation of spawning the “ghost” object in front of the actual one and having a volume extend from the “ghost” to determine what colors it should be, the over effect is one that I like.

Code Extracts

GitHub Link

Project Team

Alexander Goldberg: Programming
Aiden Gowland: Sound Design
David Baptiste: 3D models, Textures, Animation, Menu art
Sergio Conti: 3D Models, Textures

Video Music

Hyper-Lane by Aiden Gowland