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The Adventures of Space Guy

Third person shooter RPG.

Find your way back to your crashed space-ship. But in order to survive, you must fight the creatures that lay in your path.

Roles

  • Solo Developer

  • AI Developer

  • Particle FX Artist

  • Level Design

  • Sound Design

  • Lighting Design

My Involvement

This game was a solo-developed game from start to finish. Everything from UI to Player Movement and Item Dynamics was developed using Unity Engine.

This game was my first dive into solo developing and creating good user experience without the help of others. I wanted to have a driving storyline to keep the player knowing their objective, but kept it simple enough to not overwhelm the game.

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Game Mechanics

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The projectiles utilize raycasting for aim mechanics and a particle system for hit explosions. I also programmed a targeting system for the projectile aliens to be able to hit the player.

The biggest element of this game lay in the energy, ammunition, and health inventory. I created a overlapping inventory system to create multiple game strategies. A player can play more aggressively in the attempt to find more energy pickups, or can sneak around conserving what they have while avoiding enemies.

The enemies rely on a complex AI system in order to feel alive and fluid even when they were not attacking the player. I also included multiple variations of enemies to add variety to the game. Unity Engine's nav mesh system became very helpful for the enemies.

Both the enemies and the main character have detailed animation controllers using Mixamo assets. I kept the movement dynamic by adding some randomized animations for actions like the enemies attacks.

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While I did not create the models myself, I carefully constructed an environment using the assets I purchased. I knew that much of the feel of the game would depend on the world the player interacted with.

Despite some complex dynamics in the game, I wanted to keep the overall gameplay pretty simple, adding just the amount of freedom of play styles while keeping the main objective clear and obtainable. I would say the biggest takeaway from this game was all the small tweaking to keep a smooth and enjoyable player experience.

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