Super Oiram is a personal project I worked on to refine my skills in creating a level editor and 2D position physics in Unity. The release build contains 4 playable levels, all dynamically loaded at runtime using the bitmap level editor I created.
- My own rectangle collision algorithm
- Dynamically sized chunking algorithm to optimize collision checks
- Collisions know which side of a block it occured on
- Levels are dynamically loaded in by reading each pixel on an image. Pixel color determines the block or entity placed.
- Color dictionary allowing any number of new blocks/enemies to be added simply by matching a color hex code to a desired name
- Camera automatically adheres to the level bounds and follows player approrpriately regardless of level size
- Finite state machine logic controls player and enemy behavior in game
- Multi layer state abstraction creates reusable states and state components
- Class based state pattern is highly modular and allows for new states to be added in easily


