Arvutiteaduse instituut
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Arvutigraafika projekt 2025/26 kevad

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Ink & Echoes

Author: Fedir Kyrychenko

Game for: The Healthy Gamer Game Jam


Theme: The game is based on a fictional member of the Healthy Gamer community named Morgan (with apologies to anyone actually named Morgan). Morgan can appear directly as a character in the game, represent the player, or simply inspire the design of the experience.

Several ideas shape the theme:

  • Time behaves strangely for Morgan – hours may pass in what feels like minutes, and deadlines seem to appear out of nowhere (time dilation)
  • Morgan has many half-finished projects that once felt extremely important when they were started (project hopping)
  • Morgan often connects ideas in unusual ways, discovering insights through nonlinear thinking paths

My interpretation: In my interpretation, Morgana is a scientist with ADHD who accidentally falls into the world of her own work diary.

Inside this strange space, time flows unpredictably: hours compress into minutes and deadlines suddenly emerge. The world itself is formed from living sketches of her past ideas – unfinished projects, chaotic notes, and experimental concepts.

These fragments create a labyrinth of puzzles that Morgana must navigate in order to find her way back to herself.

Genre: Puzzle, Pixel Art, Top-Down

Already implemented in Godot (2025): During the initial development period the following systems and mechanics were implemented:

  • Tile-based top-down grid system
  • Grid-based character movement
  • Box pushing mechanics
  • Environmental traps
  • Basic enemy with pathfinding AI
  • Time-freeze mechanic with cooldown and visual indicator
  • Key and door interaction system
  • Electric plasma line trap implemented using a custom shader and raycast collision detection
  • Rope hook mechanic for interacting with boxes and enemies
  • Player death animation and death screen
  • Sound effects for traps, plasma, enemies, doors, and abilities
  • Level selection menu and first UI implementation
  • HTML5 build exported from Godot and deployed on itch.io
  • Initial set of game levels
  • Cookie-based level progression system for unlocking completed levels

Milestone 1 (09.03)

  • Feature 1: Comprehensive rework of the collision system by introducing a separate configuration file that stores collision rules between objects (as well as a rework of all movement functions in the game). (3 hours)
  • Feature 2: Added a new gameplay object – a teleporter/portal that can move both the player and boxes. Including new SE (3 hours)

Itch.io game build

And its password:f-3R=aJCi_)nLK_

Milestone 2 (23.03)

  • Continuation of the previous milestone: implemented two new portal objects – a green portal and a red portal – each with different properties. One allows the hook to pass through it, while the other does not. (3 hours)
  • Debugging and bug fixing related to the new portal mechanics and their integration into gameplay. (2 hours)
  • Fixed issues related to the save system. (1 hour)

I fixed a fairly large number of bugs related to hook length and collision handling when the hook passes through a portal. However, there are still several serious issues remaining with portal behavior when either the player is standing directly on the portal or a box is placed directly on it. I will demonstrate these problems in more detail during the class.

Milestone 3 (06.04)

  • Fixed an issue where a box standing on the green portal could not be hooked from the other end of the portal, as the hook was ignoring it. (2 hours)
  • Fixed a bug where, if the player was standing on the green portal, the hook passed through all colliders. (1.5 hours)
  • Fixed incorrect hook behavior when the player was standing directly next to a portal and used the hook through it, causing the box to appear behind the player. (1.5 hours)
  • Fixed an issue where a box standing on a portal would fly behind the player after being hooked, greatly exceeding the intended hook length. (1 hour)

Milestone 4 (20.04)

  • 5-6 new levels with portals (2-3 hours)
  • portal redesign, shader and new shape (2-3 hours)
  • extra: door code fix, set up should be not manual; dialogue system for story telling (2-3 hours)
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