Stefan Dolidis
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FPS


Enemy Sprites

All enemies have multiple behavior states. These include Walking, Attacking, and Staggered. Each state have multiple sprites that play as an animation to help convey to the player what the enemy is doing and/or going to do.
Walking/Movement Animation Example

Weapons

 Weapons can be unlocked by finding Weapon Chooser Machines and spending coins. Both weapons will cost the same amount. The player has two options to choose from and the choice is permanent (with current playthrough).

Weapons can be upgraded (up to 5 levels), with each level improving their attack stats. These stats are saved as .csv files created in Microsoft Excel and read in Unity at runtime.
Picture
Fist Stats Example
​Default Weapon – Fists (Keycode: 1)
Fists are what the player starts out with.
​
Weapon 1 Choices (Keycode: 2)
No major differences than looks, same as Fist (default weapon) attack but slightly stronger. Targets 1 enemy.
Dagger, OR
Spear
Short Range
Longer Reach
Weapon 2 Choices (Keycode: 3)
Crystal Staff, OR
Freeze Wand
(pistol weapon) shoots at one target enemy with a blue projectile
Freezes 1 targeted enemy for X number of seconds (does NOT kill enemy)
Weapon 3 Choices (Keycode: 4)
Skull, OR
Voodoo Doll with Lighter
(shotgun weapon) Targets (hit scans) enemies in gun aim raycast. Spreadshot.
Lights enemies on fire (hitscan). Targets one enemy. Fire damage during time.
Weapon 4 Choices (Keycode: 5)
Earth Ground Attack, OR
Bomb
Rock spikes come out of ground beneath enemy feet. Targets 1 enemy
Drop bomb and explodes after X number of seconds. Splash damage.
​Weapon 5 Choices (Keycode: 6)
Eyeball Missile Bombs, OR
Holy Cross Gun
Player throws 2 eyeballs on ground and they move towards two separate enemies and explode.
Shoots a rail shot. If enemy dies, the bullet splits into two and attacks two other enemies to damage
​ Weapon 6 (Keycode: 7)
The BFG of the game - Undecided

Example Weapon Script (Melee)

show box collider. show attack script. show checking closest enemy in collider script.

Ammo

Originally the idea was to have 2 ammo types, blue and green ammunition. But to make things simpler, there is only one type of ammo, which is now 'universal' ammo. Any weapon that shoots projectiles or isn't magic based uses this. The player can carry a count of 200.

Magic based weapons use Mana/Magic Points (MP). This is conveyed by the blue bar in the game's UI Canvas. Each weapon uses a different amount of when used.

- PROJECT NAME
FPS
- PLATFORM
PC, Mac OS X, Linux (64)
- GENRE
Action, FPS
- ROLE
Creator/Designer

​Project Goals:
  • Sell more than 1 copy
  • Shareware/Demo Build

Tools Used: Unity, Visual Studio (C#), Github, Maya, 3DCoat, Substance Painter, Photoshop, Illustrator

More Info (Index)

Player Vitals
Weapons
Ammo
Pick-ups

Player Vitals

Health

Stamina

Mana Points (MP)
​
Each can be upgraded (up to 5 levels/upgrades), to improve their values.


Ammo


Pick-Ups

Health Potion

Magic Potions

Ammo Crystals

Stamina Drinks

Coins

© ​Stefan Dolidis
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