Planet Hop

Square

Soon after the release of SellSword I began to experiment with some of Unity’s physics components. I wanted to replicate the way Mario Galaxy pulls the player into orbit but in a 2D environment. I didn’t want to spend too long on this title so I kept the art and controls really simple. In Planet Hop you press the screen to jump, the longer you press the further you jump. When you collide with a planet you continue to spin around its surface until you jump again. Timing is the key to collecting all the coins and completing the level without exploding.

I had a lot of fun developing Planet Hop because it was unlike any game I’d played before. I loved how gravity and orbits whipped the player about the map. I learned a lot about particle systems and used them to give the game some juice. Particle systems were used for the players trail, different explosions and for the starry background. I also used component based architecture properly this time, which helped keep everything separate and reusable. The resulting code is much easier to maintain.

I initially struggled when it came to creating the levels for the game, as I had to create a level editor tool. I found that since the game has really simple mechanics it was quite tedious to place planets, enemies and coins around the map. However I decided to adapt the manual level editor so it instead created levels procedural. I simply input how many of each game object should be on a level and it created a random map for me. I used the tool to create 120 unique levels. This solution saved me so much time as the generated levels were exactly what I was looking to create by hand.

I ended up working on the game for about a month and a half in total and released it on the 12th of February 2018.

If you want to give the game a go please – Check it out here!