Project Type | University Team Project |
Project Role | Lead Programmer |
Duriation | 6 Months |
Unity
Trello
GitHub
Visual Studio
Project Crawler is a 3rd person dungeon crawler game, where your health is also your currency and ability resource, allowing for risk-vs-reward gameplay. Equip yourself with new abilities and upgrade them at the cost of your health. Spirit of the Florest was created for the University of Portsmouth gamejam with a team of 6 members, with the gamejam’s theme being ‘A dungeon crawler with a single resource’.
I developed the character controller system with the goal of creating free flowing movement, giving as much control to the player allowing for quick and precise movement to avoid incoming attacks. My core focus when developing the player controller was focused on game feel, ensuring fluid movement and responsiveness of controls, whist also interfacing with the ability system.
The player can toggle between two modes of attack: melee and ranged mode, which was designed to be as seamless with the rest of the player’s move set and to allow for clean and fluid combat engagements.
The development of the ability system was a cornerstone for this project, being the largest part of development for me in this project, comprising of numerous systems that are required to interact with each other. These systems include the mechanics of, equipping and using abilities, skill tree for unlocking new abilities, per-ability upgrades, character stats upgrades and core ability functionality (resource costs, cooldown, etc).
Utilizing Unity’s animation system, it allows the player character to bend and twist the skeleton, enabling walking and body directions to act independently. This is necessary to align the player whist aiming and still allowing the walking animation to rotate in its movement direction. This creates a clear, polished and visually appealing character animation that refines the game’s visual experience.