We are aiming to create a smooth blend of a third person action shooter, and strategic planning of a wave defense game. Coupled in a fun and light hearted atmosphere.
Keyboard and Gamepad compatible
Keyboard - WASD and Mouse to control character, left click to shoot, B to build
Gamepad- left stick to move, right stick to look, right trigger to shoot, left circle button to build
With the amount of systems in place we created a in game tutorial to teach new players how to play!
I created a character controller, that allows player to walk around, Aim and shoot.
I also implemented our Artists animation into the character
All enemy types inherit from a base class, that allows for variety through value changes, and sub classes.
More enemy variety is planned for future updates!
While sharing the code, enemies react differently to different targets.
Each enemy has its own unique attack, matched with an animation!
With a lot of moving parts proper optimization quickly became a necessity. So I created and object pooling system for all our spawnables.
Objects are enabled and disabled as needed, they are initially loaded at the start.
Enemies, VFX, Projectiles, buildables are all a part of the pooling system.
When creating my scripts and objects I made sure that the non programmers in our team would be able to use them with ease.
Enemy Attacks are made using scriptable objects, that can be adjust and combined in many ways.