About the Development - Redreeh


Development time: 7 days

Development team of: 2

 

The project requirements

  • You work together with another game developer to create this game
  • At least 1 gun asset made by each individual working on the game
  • Enemies that patrol and start chasing the player when the player comes too close
  • 2 enemy hideouts
  • First person camera
  • Ammo and health pickups


The creating process

As we were creating our own low poly weapons for this project, a low poly style for the game was decided. With this in mind we wanted to collect the assets for the game first, with those we could decide what kind of game/story we exactly wanted. Before we started the asset search, we knew a forest map would be the most flexible and were thus hoping to find assets to align with a forest pack. We quickly found the Halloween bits pack, then the skeleton pack and a player pack we could use that would fit our theme.

While searching for the assets we wanted to use, we also made a moodboard for our game.



We had big ideas, but only 8 days to work on this project. Safe to say we needed to make some changes, like scrapping our idea of multiple waves of enemies spawning from both the enemy bases when the player was near. Instead we decided to just place a few enemies around both of the bases and let those enemies patrol as well. This saved us a lot of time and because of this decision we were able to present a fully functional game that was playable in the browser within the deadline.


My tasks:

  • Enemy Patrol
  • Enemy Player Chase
  • Enemy Health
  • Enemy Damage
  • Menus
  • UI
  • Pickups (enemy drops)
  • Animations
  • First person camera (cinamachine)
  • Player health script


Challenges

We were struggling with the enemy damage for a bit (player receives damage), this because we mostly devided the programming tasks by player related scripts and enemy related scripts. Most importantly, this script (enemy damage) would leak within player scripts, thus risking that we would both (partially) work in the same script. As a result, we kept pushing it forward, and it was one of the last things we added to the game. In the end, I took both the enemy damage and the player health scripts as my tasks so we could prepare the game to be presented.


Final thoughts

We had a strong idea, but unfortunately not enough time to implement everything we had planned. Due to some changes within the school and our school schedule, a lot of our time to work on this project was lost as well. This considered, we are happy to have a fully functional and playable game, even though this game is very rough around the edges.



Made with Unity and C#


Assets used:

Click to open the page from the asset pack in a new tab!

Halloween Objects

Forest (Sketchfab.com)

Player

Enemies

HP Slider

HP Icon (my own asset pack)

Skyboxes (Unity Asset Store)

Font (Unity Asset Store)

Music

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