
Feature explanation
Top Down SHooter demo
The main goal of this project is to create a foundation for future projects and to demonstrate my technical skills. In the project, many objects are created to be easily tweakable and replaceable for future needs.
Modular design
State based coroutines allow for better control over the flow of the game. Scripts are all object oriented to allow for easy switching between scripts to alter and tweak the game.
Editor efficiency
Features are achieved with a mix of in-editor implementation and scripting, saving on time and effort to create this project.
Artificial Intelligence
One of the biggest features of this project, the AI can alter the game's pacing by coordinating each unit's actions and movement. Factors like timers, number of attackers, player condition, ranged units and so on help bring the game alive.
AI Features
Details on the capabilities and workings of the AI in the project
Dynamic positioning
Units disperse their positions to flank the player
The AI will surround the player to create interesting patterns and situations that the player must overcome.
Attack Coordination
Limiting and controlling the number of attackers
By directly controlling the number of attacks that can happen at the same time, the game's combat is kept at a fast pace but is completely controllable and more importantly readable to the player.
The Game Design Aspect
Methodical Gunplay
​The main goal of the project is to create an action shooter that mimics the methodical combat found in games like Dark Souls. I've achieved this through:
​
AI coordinated attack patterns
Player committing to actions
Player's abilities can chain together
​
By having coordinated obstacles, the player can weave through attacks and counter attack.