Our pinball platformer not only has fun structures to enhance Dillo's movement, but I was tasked with implementing some independent options as well! This includes the ability to do tricks in the air, which gives the player a speed boost when successful—in addition to a "slam" power where Dillo can either send enemies flying, or leverage nearby slopes for faster speeds.
In a high-speed platformer like Dillo's Dilemma, the camera plays a huge part in gameplay and game "feel." I was largely responsible for making sure the camera enhances player experience. Between adjusting the field of view to emphasize speed, automatically rotating the camera to guide the player's eyes, and permitting input to influence it all—my camera manager keeps players in the action.
I was responsible for developing this "BLINKO Station" for our level designers to have fun with. The gameplay loop and roll-based platforming in Dillo's Dilemma is played alongside the ability to build fun pinball structures to bounce off of, hurdling them forward. The Pinball Station gives players the opportunity to use these buildings in the overworld, outside of the dedicated levels.
One of the most important things about a collectathon platformer is using collectables to guide the player! Fireflies are our currency, and I was responsible for making tools that allow our level designers to easily place them around the map. I tied all these to a parent "Collectable" blueprint class that allow other items like firefly jars and imprisoned Dillos to all tie into save data.