Kage No Shuuen
(Shadow’s Demise)
A 3D Stealth-Action developed as part of an advanced Unity Videogame Programming Bootcamp with a focus on code architecture and clean code practices to create a scalable project.
See the project on Github
Download the Code Samples
It features codewise:
- Player behaviour through an abstracted FSM pattern.
- Enemy behaviour through a flexible Behaviour Tree pattern.
- Weapon System with a flexible architecture based on inheritance. Weapons can be nearly any type or all types at the same time (E.g. a sword can be thrown, you can physically attack with shurikens equipped).
- Animations making full use of the animator in terms of layers, masks, Behaviours and events. Through Animator Controller Overrides a great variety of animations have been achieved with a single animator, shared by all entities.
- Enemy waves through Object Pools pattern and Scriptable Objects to easily create enemy waves.
It features gameplaywise:
- A player character than can run, crouch, block, dodge, lean against a wall to peek over corners, throw a hook, perform stealth executions, attack with physical weapons, throw weapons and shoot.
- Enemies that can do exactly the same as the player character can, in addition with searching behaviours upon loosing sight of the player.
- Ragdolls upon being affected by an explosion.
- A basic inventory system where weapons can be added to the player upon acquiring them in-game.
Kage To Muon
(Shadow and Silence)
A 2D tile-based, japanese-themed, platforming game with stealth and action elements, featuring different kinds of shinobi and kunoichi with unique abilities.
See the project on GitHub.
Gameplay Implementations:
- A diverse moveset with over 10 different actions apart from running, including: wall jumping, walking, crouching, ground sliding, throw, attack, parry, hiding behind bushes/stones and more.
- The player is able to choose between 2 characters with different statistics that allow for different gameplay styles.
- Menu system with all kinds of affordances to allow an easier understanding of the UI to the player.
- All particle effects are made from scratch (except the sprites).
- 4 levels featuring cave and bamboo forests themes with different flows.
- 4 enemy types with unique behaviours: 2 standard types and 2 elite types featured in the last level.
- A strong stealth-based gameplay. Hiding and hitting enemies from behind is the main way to progress.
- A health system to complement the lives system.
- Collectables that heal the player and increase the shuriken in the inventory.
- The ability to set different volume levels for the background music and the SFXs
Nightmare Night
A horror-lite FPS prototype set at night in a graveyard and crypt where you have to fight zombies and rescue your lost friends.
See the project on Github
Gameplay Implementations:
- Built up to 3 levels, the first one using unity terrain tools and the last two with meshes.
- 2 different enemy types with distinct behaviour.
- 1 boss fight at the end of the game.
- 2 different weapons. One of them a throwing axe that you can retrieve back from the ground.
- Implemented UI with a main menu and a pause menu.
- Implemented post processing effects that give feedback to the player when they get hit.
- Implemented healing pick-ups.
- Implemented the ability to retrieve the axe by choosing the relevant option on the pause menu. This is done to solve possible issues where the axe falls down into a place that makes it irretrievable.
- Implemented narrative through pop ups to give players direction.
- Implemented lore through 5 collectable scrolls showing the story of someone who was also on the same place at an undetermined earlier time.