top of page

Dream
Course

A 1-bit Endless Runner

Dream Course Matthieu Chapeland
Dream Course Matthieu Chapeland
Dream Course Matthieu Chapeland

Dream Course is a 1-bit inspired endless runner that I made completely on my own and published during the summer of 2020. The gameplay is very simple, there is only a jump action and players have to try and get the best score possible by avoiding obstacles and gathering collectibles. I learned a lot from this project, and it was a great first experience at publishing something on an actual store. It's free to download if you want to test it.

Dream Course Matthieu Chapeland
Dream Course Matthieu Chapeland
Dream Course Matthieu Chapeland

What I worked on for this project

Publication

This was the very first game that I officially fully published on a store. It taught me a lot about managing my expectations, finding the right scope and what it takes to make a project from A to Z. I've made way too many projects that work but need a lot more polishing time (that I didn't have) to be publishable. Being able to finally publish something, as simple as it may be, was a very satisfying experience.

Coding in unity

I coded every aspect of the game myself in Unity, anything from the level generation to the implementation of advertisements. I used C#, as it is the language used by Unity and I really made sure to keep my scripts as clean and commented as possible to be able to use them as effectively as possible. The aim was to be able to add content very easily.

Level Design

Dream Course, being an endless runner, doesn't work without an unending generation of the level that the players traverse. To achieve this while still having interesting, challenging and rewarding levels, I opted for the generation of precisely crafted level 'modules' that come one after another. This gave me complete control over the progression and difficulty. A real challenge though, was to be able to make levels that could be traversed while the screen was in portrait mode. This meant that the player had very little foresight of what obstacle was about to come up at any moment. I had to make up for this by designing level parts that could always allow the player to 'trust' the fall trajectories.

bottom of page