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“Catapult yourself across the spirit world fighting evil ghouls and reaping souls to save your own in this 3D action platformer.”
Entry for and winner of 4th place in the Dallas Society of Play Revival Jam 2024, The Grim Revival is a third person action platformer made in two weeks. Rather than relying on the main character’s own acrobatics, the game features a unique traversal system where the player uses a scythe to assist with climbing ledges, hovering across gaps, launching themself in the air, grappling, and ziplining. All of the character art including animations and textures were designed and created entirely within the jam’s time frame. While The Grim Revival is content incomplete, it’s very technically complete with fully featured systems for dialog, checkpoints, cutscenes, world interactions, enemy AI, combat, and much more.
Enemy AI – A basic state machine system, allowing for the reuse of common behaviors such as Chasing or Idling, but is able to accept enemy specific behaviors such as the Wizard enemy’s magical attack. All enemies, including the boss, use the same base state machine system.
What’s a good platformer without a good controller? Extending the already powerful Easy Character Movement 2, I’ve added additional features such as ledge detection and automatic vaulting, wall running and sliding, swimming, grappling, hovering and ziplining.
Dialog and Cutscenes are handled using a custom implementation of Naninovel and my own CutsceneDirector system. I’m able to define groups of cameras, cutscene specific objects, and even playable timelines in a Sequence and activate those via triggers and custom Naninovel commands. This allows me to easily switch to certain cameras or even call events such as spawning enemies. (Image of the scripts)