Project Academic Red - Prototype
About
The game is a sci-fi 3D top down twin stick shooter set in an abandoned futuristic facility. The player takes control of a droid that is tasked to survive waves of enemies and to destroy their spawns.
Prototype
The game is an a prototype state now, let’s look at everything in it.
Game loop
Base game loop is working, the player can move through the level, surviving waves of enemies and locating rift, that the player needs to destroy.
Controls
Functioning with mouse & keybord and controller (except UI)
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Movement: WASD /Left joystick
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Aim: Mouse /Righ joystick
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Shooting: Left mouse button / Right trigger
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Pause game: esc / start
Implemented using the new Unity Input System [R7]
Mechanics
Most of the mechanics are present in the prototype, some are on a other development branch.
- Health and Shield: This is done. The player has a shield, that recharges after the player didn’t take damage for some time. If the Shield is depleted the player loses health. Damage can be healed by touching green healing orbs scattered around the level.
- Gunplay: The rifle shoots after pressing the shoot button in the direction the player is facing. Automatic shooting will be implemented later.
- Torchlight: This is available on an other dev branch and not present in the prototype.
- Exploration: A basic level generator using Wave function collapse is working, but not yet connected to the rest of the game. The level present in the prototype is a manually post-processed generated level.
- Waves: This works on a timer. In the future, it should be depending on how many enemies in the previous wave were killed.
- Rifts: Functioning as intented.
- Extraction: Not yet implemented.
Environment and Graphics
For now primitive geometry. Levels are constructed of tiles created in Blender. For rifts, enemies, weapon and player I still use basic geometry from Unity.
The weapon of the player is modeled in Blender but not yet present in the prototype.
The player character is only sketched.
UI
Main menu, Pause menu, Health and Shield bar, Objective count, Death Screen.
VFX, Music, SFX
Not present
Levels
Can be generated, but aren’t connected to the rest of the game. Only one level is present, which was manually post-processed.
Enemies
Only one enemy type is present, it navigates on the navmesh to the position of the player, and when in range shoots at the player.
Requirements
Baseline
- [R1]: Playable on PC.
- [R2]: Not yet…
- [R3]: Playable on stable 60 FPS.
- [R4]: UI scales to fit screen sizes.
- [R5]: Using DOTtween for UI.
- [R6]: Not yet…
- [R7]: Using Input System.
- [R8]: Using URP
Complex
- [C5]: Enemies uses NavMesh to navigate the levels. Navmesh are baked after level generation.
Additional
- [A1]: Not yet…
- [A4]: Functioning base Wave Function Collapse.
- [A5]: Is a 3D game.
Time distribution:
Files
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Academic Red
Status | In development |
Author | Vojguard |
Genre | Shooter |
Tags | cuni-mff-ncgd008-24-25 |
Languages | English |
More posts
- Project Academic Red - Game DesignOct 23, 2024
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