UNITY|| C# || Meta Quest 3
RANGED WEAPONS
PvP Combat, Factory Pattern, Installers, SFX
Prototyped and implemented ranged weapons to expand the base combat mechanics of the game
Created an expandable ammo management system for weapons, designed to work with the upcoming magic feature
Created a customisable reload system implented via character installers
Utilised item factories to quickly create ammo bundles at runtime
Connected various animations and SFX to crossbows and bolts for improved user feedback
ENEMY NOISE DETECTION
Enemy AI, Quad Trees, A* Path Finding
Created a noise detection system for enemies where they can listen and investigate sounds made by players
Co-created a quad tree system to significantly improve performance and reduce the cost of entity searches
Updated enemy state system to factor in detected noises into A* path calculation
Created a modifiable sound system where players emit noise in a sphere based on how fast they are moving
ITEM LOOTING
Chunking, Factory Pattern
Replaced the old UI loot screen interaction with a new physical interactable system
Prototyped and implemented a way of physicalising all items in the game, including those that did not have a runtime model, such as armour and some collectibles
Created an efficient approach for evaluating player proximity within chunks to display items in chests that have already been opened
ROOTED STATUS
PvEvP Combat, UI, Character Controller
Created a rooted passive effect that could be applied to players and enemies, which prevented all movement, including sprinting, jumping, and dashing
Implemented the first temporary passive, where effects were applied and removed at runtime
Updated the existing passive system to correctly display UI for temporary passives, including icons and timers
Applied in-game traps, such as wall spikes and bear traps, with the ability to provide the rooted status for a specified time
ECHOES
VFX, SFX, Data Management
Created an efficient runtime system to allow physics animations to be played, which was utilised for environmental echo sources
Synced necessary data between server and client to correctly play the necessary SFX and VFX
Created systems for designers to customise how and when the SFX / VFX would play at runtime
Improved the orb spawning process and allowed enemies to collect echoes that they hit
PLAYER SPRINTING
Player Input, Character Controller, Player Stats
Implemented character sprinting which increases movement speed based on specific player stats, and drains stamina at a consistent rate
Connected the sprinting mechanic via the Unity Input system and created an efficient approach to constantly evaluate controller input to maintain sprinting
Implemented mechanical balancing by penalising the player for running out of stamina while sprinting, leaving the player in an exhausted state where movement speed and jump height are significantly reduced