
My Responsibilities
- Top-down character controller, using the mouse to aim which would move the camera part-way between the character and the mouse position.
- System for interacting with doors and level objects, some including multiple points of interaction using the scroll wheel to switch and in-world UI animation.
- Dynamically updated objective list (using events) with support for unique objectives on each level including optional objectives that would not be required to extract out of the level.
- A level layout generator, stitching levels together by selecting a pre-set layout for each section of the level by detecting GameObjects with appropriate tags.
- Random enemy and hostage placement across the level with a large pre-determined pool of positions for each room, including minimum and maximum levels of AI.
- Enemy AI to shoot at the player with support for multiple types of weapon (single fire, auto fire, shotgun reloading, magazine reloading).
- A weapon wheel UI to allow the player to switch the weapon they would like to use based on mouse inputs.
- An ammo wheel UI to allow for switching of different ammo types based on mouse inputs.
The Story
During and after the end of college, me and a few friends wanted to start developing prototypes, the first of which was a 3D top-down shooter, which we reached a couple of prototype builds with.
This project taught me a lot about Unity and everything I learnt I built on in later projects. The plan for the project was to develop it into a singleplayer tactical SWAT based game where the player would proceed through police situations, saving civilians and stopping active threats, which would allow them to use new tools and weapons.