Hermes' Runner
Hermes' Runner
Hermes' Runner is a 3D movement-based open level parkour game. You can freerun using Hermes' boots, deface billboards, and make deliveries in a reimagined 2000s Greek city where gods rule over everything.
For this project I was the engineering lead and helped coordinate what tasks needed to be completed during sprints. Linked below is the Steam page


Contributions
Since we had less than a year to develop, and our original prototype systems were built using blueprints, we decided to use those for our Unreal Engine 5 game build. I contributed to scripts such as:
Organized and fixed problems in Perforce
Input Buffering
Coyote Time
State Managers
Character Movement and Organization


Perforce
I created documentation for the team on how to utilize Perforce with Unreal Engine 5 so that artists, designers, and engineers could upload their files into the game. Additionally I helped troubleshoot any problems such as unmatched Unreal versions and any rollbacks needed due to error creation. Before the school hosted the Perforce on their servers I port forwarded my IP and created a Perforce server on my desktop


Input Buffering
I helped create input buffering in the game so that when players put an input into the game such as jump, the game would register the keypress before the previous action was complete and then do the action that was entered right before.




Coyote Time
On the other end of Input Buffering, Coyote Time lets the player input the jump action even after walking off of a platform or surface. This is used to improve general gameplay flow and allow forgiveness to the player.


State Managers
Our team decided to use state managers to determine what actions could be used at any given moment of gameplay. This is an example of the air dash blueprints that checks a list of enumerators that determines and sets the state of the "Can Air Dash?" Boolean.


Character Movement and Organization
In the original prototype I developed the original basic movement and controls for the character with the help of my team. I later organized and labeled each section to ensure each movement task was easy to find and modify for the final version of the game.

