INARI is sidescrolling hack-and-slash game with an emphasis on combos and satisfying combat. As a gameplay programmer on INARI's team, I create systems and tools for designers to use in development. While architecting these systems, I followed the SOLID principles of programming to keep code portable and easier to modify in order to implement new gameplay mechanics.
Since INARI has a heavy focus on combat, it was important that enemies had varied behavior and could give the illusion of being alive in the environment. This goal was achieved through the creation of specific behaviors and tools that could be further customized by designers.
As a response to feedback that stated that it was too easy to avoid enemies in INARI, I developed a tool for designers to place enemy rooms throughout their level. These rooms prevented the player from progressing until all the enemies inside were defeated.
During INARI's first playtest, I had learned that it was extremely important that players never felt frustrated through losing too much progress. To combat this problem, I made a checkpoint system that:
As the team was working on INARI's combo system, I wanted to add a combo counter to give the players a greater sense of accomplishment for higher combo counts. The main elements of the counter's implementation are: