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Sk8 Escape

Project Type: Forsbergs skola / group project

Software Used: Unity

Languages Used: C#

Primary Role(s): Project Owner & Programmer

Team Size: 17

Project Time: 4 weeks

About Sk8 Escape

Sk8 Escape is an endless runner-style mobile game, made by 17 game programming students, in which you play as a skaterboiii on a skateboard. What do you know, who would've figured. The aim of the game is to get the highest score by surviving as long as possible while jumping and grinding the rails without bumping into obstacles, which would end the run. Collect PowerUps in runs to help you survive longer or add to your points. Gather Coins to buy cooler skateboards that help you achieve better scores, and if you get a legendary board you can show off to your friends and make them jealous.

 

My role in the project started out as a member at backend, then at day 3 of the project I was promoted to Product Owner.

I was in charge of making the best product achievable. Attended all teams daily scrum meetings to keep them focused and answer any questions, I held Sprint planning every Monday to make the teams aware of milestones that needed attention for the week and made tickets with priorities to match those milestones. As the PO I was in charge of making the feature freeze on Thursdays by moving the current dev to the release branch, every Friday we hot fixed release for a stable build. I was responsible for presenting the Product build in each week for the CEO and our group.

Also fixed various bugs after project was over to improve it for 1.1 version.

(Fixed all UI's with same consistency and style, added game and menu music with persistence, added Images for different kind of skateboards, fixed rarity and drop rate, fixed the chests to not auto open when timer is done and made it clickable with checkmark when ready to be opened, added explanation for each stats on the boards, connected the stats from the boards to the gameplay, fixed ObstacleSpawner to work correctly, added few new obstacles, fixed powerUp bugs to not stack when dying while using it, fixed UI look of powerUps, fixed the skateboard colors in game to match the board icons.)

The trailer for Sk8 Escape.

The game's objective is to achieve the highest score by demonstrating skill and endurance, performing jumps and rail grinds while avoiding obstacles that can prematurely end your run. Gathering PowerUps during your runs enhances your survival and scoring potential. Furthermore, accumulating Coins allows you to acquire superior skateboards, contributing to improved performance and higher scores.

User Interface (UI):

  • Intro Screen: Provides a loading period for the backend to initialize your file.

  • Main Menu: Allows access to inventory, shop, settings, and tutorial information.

  • Inventory: Manages and displays your in-game items.

  • Shop: Offers in-game purchases and IAP premium currency.

  • Settings: Controls game preferences and options.

  • Tutorial (Info): Provides guidance on how to play the game.

  • Persistent Data: Any changes made to inventory, settings, or in-game currency (coins/diamonds) are automatically saved for continuity.

Purchased chests are added to the chest inventory and commence a countdown. Once they are ready to be opened, they will be displayed with a checkmark, indicating they are available for opening.

Configured the SO drop rates for Common, Uncommon, and Rare items.

The time required to open chests escalates with their rarity.

  • Common Chest: Priced at 500 gold, it offers a 65% chance of obtaining Common items, 25% for Uncommon, and 10% for Rare.

  • Uncommon Chest: Valued at 1000 gold, it provides a 70% chance for Uncommon items, 25% for Rare, and 5% for Legendary.

  • Rare Chest: Priced at 100 diamonds, it guarantees an 80% chance of obtaining Rare items and a 20% chance for Legendary items.

  • Please note that Diamonds can only be acquired through In-App Purchases (IAP).

Obstacle Spawner and Obstacles:

Upon each player collision with the ObstacleSpawner's trigger zone, the system selects a prefab obstacle at random from an array, instantiates it, calculates its width, and positions the trigger zone at the end of the newly spawned obstacle. Additionally, there is a 5% chance of spawning a PowerUp when triggering the zone. If a PowerUp spawns, it will appear between the previous obstacle's end and the start of the newly generated one.

During gameplay, the skateboard color is configured to reflect the equipped skateboard icon.

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