For our final game project at Futuregames we made a pretty weird platforming game where you roll around as an eye that can constantly change the gravity, trying to get away from a skull thats chasing you throughout the level. When you get to the goal you get to shoot the skull with a laser, and then you move on to the next level.
I implemented a checkpoint system into the game. As some of the levels were pretty long, we wanted a checkpoint system so you wouldn't have to re-do the entire level if you failed.
This proved to be quite tricky as the gravity would constantly change, so I had to take special care to ensure to also restore the gravity state when restoring to a checkpoint.
I also had to make sure the chasing skull would spawn away far enough so you wouldn't get stuck in the checkpoint.
I implemented a form of level destruction into the game. This was something we added quite late into the project, when the levels were already designed, so I wanted to make a system that would work with any level object/mesh, so the designers wouldn't have to change anything. We considered using Unreals fracture/chaos system for it, but it did not behave well with the changing gravity and you had to replace objects in the levels.
I ended up making a system where when you shoot any mesh it will spawn some Niagara effects using that mesh as an emitter (hiding the original mesh).
I implemented a speedrun timer into our game. I'm a big fan of speedrunning so this was something I was very passionate about.
I made a system that keeps track of your best time, how many attempts you've made on a level, and so on. I also made functions that the UI designer could use to populate his menus with.