KICK-KAT
ROLE
Writer & Producer
Gameplay Programmer, Menu & UI Design, Music and Sound Effects
DESCRIPTION
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Acted as producer to lead team to final product
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Created all menus, lose and win states and level design
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Designed player character controller and all enemy AI behaviour
YEAR
2022
GENRE
3D Mobile Platformer
PLATFORM
PC and Android
GAME DEVELOPMENT ENGINE
Unity
VERSION CONTROL
GitHub (GitKraken)


CHARACTER CONTROLLER
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Programmed all player controls and movement integrated with Unity's Cinemachine package
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Made use of Mecanim and animation events to create a melee combat system based on how many times the player has pressed the attack button.
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Combat system enables and disables players combat colliders when they are not attacking
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Player can transition with blends from any animation state to falling, attacking, jumping, movement or death animations.
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Used Unity's Character Controller component. Manually programmed gravity for jump "feel", player velocity, mass, and other elements of physics without the use of a rigidbody

ENEMY DESIGN
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Designed and implemented all enemy AI seen in the game
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Rat Enemies: These enemies use lists of patrol points the control where they are walking. When the player is close enough, the list will empty and replace itself with the player as a waypoint, causing a chasing behaviour. If the rat approaches the player, it will attack. When the player leaves the area, the rat will resume its patrol with its original waypoints.
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Robot Vacuum: If the player falls below a specific height in the game world, the robot vacuum will begin to chase the player on the floor until it collides with the player, or the player jumps off the floor.
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Dog Knight: The dog that guards the door to the next level will follow the players position relative to the door to ensure they can never make contact with the door. It will swing its sword and push the player backwards if they are too close.

MENU DESIGN
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Designed and implemented all menus seen in the game
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Constructed 3D backdrops for all menus based on assets used in the preceding level
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Programmed button functionality for changing menus and states
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Included different music for each menu scene
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Ensured a specific comic-book aesthetic was displayed in each menu. This was managed with consistent fonts, music genre, character poses and animation, backdrops, and lighting
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Programmed game score to be passed through to each win scene so the player can track their progress
