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Balloonar Descent

In Balloonar Descent, the player guides a hot-air balloon through a ravine, earning points based on how far they can make it. We decided to have a system that procedurally generated the level, by placing randomly selected premade level chunks, as the player progressed, and I was responsible for implementing that system.

To decrease the risk of the gameplay experience being too severely worsened by bad luck, I implemented a “chunk queue” and weighted randomization. The “chunk queue” was a list of chunks, that developers could populate through the Unity editor, which are guaranteed to spawn (in their given order) before the randomized spawning begins. The weighted randomization was implemented by having a separate spawn chance for each chunk, which, for any given chunk, would increase when other chunks than the given chunk spawned and would reset to its initial value when the given chunk spawned. Initial spawn chance and spawn chance growth rate was controllable through the Unity editor.

Theme based on  Moonwalk