Tracking player progress through elements such as explorer coins, completed cave levels, activated monuments, and hidden collectible easter eggs.
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Contributed by placing explorer coins into levels, integrating them with existing code that tracked bronze, silver, or gold status. Handled cave-level completion by triggering an action node that verified whether a stage had been cleared. Also cued the store overlay to appear when players used monuments to purchase heart containers, which were then tracked through an in-game menu. Additionally, helped spawn special collectibles during key gameplay moments, each featuring its own logic that updated acquisition state.
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Please refer to the image above for a visual reference. This in-game menu neatly categorizes all collectibles into four distinct sections.
Activating and deactivating gear styled abilities that upgrade core mechanics for various scenarios.
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To grant a player new gear, it must be added to their inventory by assigning a value of 1 to a specific variable. Additional logic is sometimes required to determine when the gear has been selected to be worn by the player. This triggers a state change, which activates the corresponding ability.
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Please refer to the image above for a visual reference. The player currently possesses several pieces of gear. Focus is placed on the wall-jumping gloves and jetpack boots, which both require enabling an ability once equipped.
Oversaw heart visibility, adjusted their fill levels, and enabled special variants that granted unique player abilities.
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Occasionally, hearts were hidden from the heads-up display during sequences such as title cards and the opening or closing credits by setting specific variable values to null. Certain story-driven events also required modifying heart levels, for example when the protagonist’s girlfriend breaks up with him, causing the container to drain halfway as a symbolic gesture of heartbreak. In addition, an existing node had to be triggered to activate the prophet-themed container, which not only provided extra hit points but also introduced mechanics like force pushing and revealing hidden platforms.
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Please refer to the image above for a visual reference. In the top-left corner, six distinct heart types are shown. The red heart represents the standard container available from the start of the game, while the others are earned through special conditions and grant additional powers.
Organizing the catalogue of items gathered by the player throughout their journey.
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Numerous scenarios involved character or environmental interactions that resulted in the player receiving an item. This process was primarily handled through an add node by selecting its name and specifying whether a certain quantity should be included or removed.
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Please refer to the image above for a visual reference. It showcases the player’s backpack, which contains various items accompanied by numerical values indicating their current amounts.
Managing in-game currency that could either be increased as a reward or decreased based on specific gameplay events.
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Used the add node to adjust currency values based on the situation. The total was consistently shown in the heads-up display, allowing players to track how much they possessed. While the process was straightforward, it proved essential due to how often it was implemented during development.
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Please refer to the image above for a visual reference. The store was indeed created by another programmer, but it is suitable for serving as some examples of what the currency could be used for purchase.