Introduction This week, I expanded the combat system by implementing melee weapon mechanics and status effects based on design specifications. The work included: Collaborating with designers, I ensured these systems align with the game’s strategic combat vision while preparing for future stat integration. Part 1: Status Effect System Poison Debuff Bleed & Hemorrhage Part 2:Continue reading “Week 5: Melee Weapon Mechanics & Status Effect Implementation”
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Week 5: Boss Design, Range-Based Projectiles, and Production Challenges
Introduction Three weeks have passed since my last update due to a combination of a holiday, full-time work, and delays in receiving collaborated models from the design team. Despite these challenges, I focused on two major technical tasks: implementing a multi-phase boss system and refactoring projectile logic to use range instead of lifetime. Production NotesContinue reading “Week 5: Boss Design, Range-Based Projectiles, and Production Challenges”
Week 4: Implementing a Networked XP System
Introduction This week, I focused on developing a server-authoritative XP system to support our game’s progression mechanics. The system includes: I ensured this system aligns with our core gameplay loop of combat → rewards → character growth. Design Rationale The system was designed to: Implementation 1. Server-Managed XP Slider (Client-Side UI) Key Features: 2. NetworkedContinue reading “Week 4: Implementing a Networked XP System”
Week 3: Enemy Spawner Implementation & Player Combat Development
Introduction For the third week of our group game development project, my primary focus was designing and implementing a networked enemy spawner. This system introduces enemies into the game world when a player triggers a specific object (such as a trap). The spawner manages enemy instantiation at set intervals, enforces a maximum enemy limit, andContinue reading “Week 3: Enemy Spawner Implementation & Player Combat Development”
Connected Games Blog – Week 2 (Continued): Expanding Combat Systems
Implementing Weapon Mechanics With health systems in place, I focused on developing core combat mechanics. To support diverse playstyles, I created a modular playerShooter script that allows players to switch between pistol, shotgun, and rifle weapon types. Each weapon has unique fire rates, projectile patterns, and cooldowns. Projectile Lifetime and Damage Projectiles require careful networkContinue reading “Connected Games Blog – Week 2 (Continued): Expanding Combat Systems”
Connected Games Blog – Week 2: Implementing Roguelike Foundations
Project Pivot: Transitioning to Roguelike Mechanics This week, our team shifted focus to a roguelike game design where players battle monsters, collect loot, and face a final boss. While this change required rapid adaptation, I prioritized building core systems to support scalability and networked gameplay. Below is my progress on foundational health mechanics and playerContinue reading “Connected Games Blog – Week 2: Implementing Roguelike Foundations”
Connected Games Blog – Week 1.5: Prototyping Interactable Objects
Experimenting with Interactivity Building on the foundation from Week 1, I dedicated the next day to exploring basic interactivity within our prototype. My goal was to implement and test simple interactable objects, laying the groundwork for more complex cooperative mechanics in the future. To start, I introduced a set of cubes into the scene, eachContinue reading “Connected Games Blog – Week 1.5: Prototyping Interactable Objects”
ConConnected Games Blog – Week 1: Prototyping Dual-Perspective Gameplay
Exploring Game Concepts This week, with our designers unavailable, I collaborated closely with the second programmer to brainstorm possible directions for our group project. We wanted to create a unique cooperative experience, so we explored the idea of combining 2D and 3D gameplay. Our concept involves two players: one controls a character in a 2DContinue reading “ConConnected Games Blog – Week 1: Prototyping Dual-Perspective Gameplay”
Connected Games Blog – Introduction
Welcome to my development blog for the Connected Games group project, created as part of my university coursework. This blog will be updated regularly, providing a transparent record of my personal contributions and design thinking as our team progresses through the project. Project Overview Our group has chosen to develop a 3D multiplayer game usingContinue reading “Connected Games Blog – Introduction”
All Updates for Final Athenian
The Final Athenian Guns Storyline Mechanic Small Mechanics Basic Enemy Mechanics Enemy Animations Boss implementation 2ND Level VR Implementation Part One VR Implementation part two Laser pointer System VR backpack Chests, Collectibles and third level Secret ending, Voiceline and Main Menu