How It’s Played
The game’s input is similar to Archero. The player navigates with the joystick by dragging on the screen and the players character finds the closest enemy to shoot at when the player lifts their finger from the screen. After the player clears the floor, the elevator opens up to take them to the next level.
My Role In the Game
Language used: C#, Developed in: Unity Game Engine
General Role: Designer, Programmer
I was amazed by the possibilities of NavMesh provided by Unity which uses A* search to navigate the agents inside of the declared area. I used the NavMesh component to define my game area and layer it so that it did not contained the game objects that were there for design such as the file cabinets and tables. I developed this game also from scratch. The AI of the enemies are controlled through the script I wrote. Both the ranged and the melee enemy AI scripts contain a routine for them to follow. The ranged enemy wanders around for approximately 3 seconds before firing three rounds. They know the position of the player and keep it updated to find it when they need it. Their health and damage are determined by the level of the game to introduce different difficulty levels. The melee enemies are always on the hunt for the player. When they are inside a certain proximity area from the player, they launch a jump attack towards the player’s last known location before jumping to give the player a window for dodging their attacks. The elevator opens up when there are no enemies left on that level and to continue, player presses on the screen to navigate their character to the said elevator. The elevator contains a script that handles level transmissions. Every script, level design and game objects, the AI of the melee and ranged enemies, etc were designed by me.