
Descrição
Movement instructions -Since the Character in this project is designed for touchscreens, you can mimic its functionality on a PC by clicking and dragging your mouse UP and DOWN on the right side of your screen.
“2D Infinite Runner” is intentionally not a completed game but a template for the Infinite Runner genre.
Demo
https://www.youtube.com/watch?v=TlzwcIfUzfc
Guide
https://www.youtube.com/watch?v=2awGgO51pO0
Procedural Water System Guide
Parallaxing Set up Guide:
Why?
Well, one Infinite Runner differs from others in terms of character movements, environments, and game mechanics. This asset contains all these features, but they are tailored to fit this project. You’ll want to create your own, so I didn’t add sounds or a shop system. However, all Infinite Runners share these core features - Infinite Parallaxing, a Water System, DayNight Cycle, and a complete Weather System, which are of course included.
Contains:
2D Procedural water system asset: 2D Procedural Water System With Buoyancy | Fab
Infinite Parallaxing with Day/Night Cycle asset: Infinite Parallaxing with Day Night Cycle | Fab
A complete Weather System
Weather change starts at any random interval within a Day/Night cycle at the beginning of the play session and continues even after the player dies and respawns at the beginning.
Rain & Fog :
Rain and Fog are divided into 2 formats. Light rain is accompanied by no fog or light fog rolling in, according to layer order; Heavy rain with Dense fog.
Thunder & Lightning :
During heavy rain, lightning may accompany; Lightning does affect layers as it is more realistic (see the screenshots attached above)
Day/Night Cycle:
This asset includes our infinite Parallaxing asset, which has a completely adjustable Day/Night Cycle.
Check out the asset for more info.
Water System:
This asset also includes our 2D procedural water system asset, repurposed to fit our needs for this project. Check out the asset for more info.
Sprites:
Original 2D sprites including Environment, Character, Obstacles, and Enemies, with complete flipbook animations.
Advanced camera movements:
Smooth Advanced camera movements with various effects like camera shake, zoom in, and zoom out, while also defining camera bounds.
Character movement:
Original Character movements in our case flying movement, designed from scratch to fit the project and tested in touch screen phones; Ours is a unique character movement as it follows the touch of the user so that you can guide your player between various obstacles and escape the chasing enemy by making it collide with other obstacles or enemies, the movement is smooth, while also being FPS independent (i.e, performs consistently across frame rates)
Chasing enemy & Pickups:
Other than Obstacles and normal enemies, we also have an enemy that chases you once you pass by it; Like a certain elder from a certain snowboarding game. Also, pickups are implemented.
Object Pooling System
Object Pooling wherever necessary (e.g., Obstacles, Pickups, Decorations, etc.) to maximize performance as objects are created only once at the start of the project and stored in a pool waiting to be reused.














