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I created the pathing AI for the enemies
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Crafting system for the rune towers used to defend the area
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Raycast for item interaction and pickup
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Behaviors for all the towers
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Rune upgrade system linked to scriptable objects
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Player and movement system
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All of the on-screen GUI menus and pause screens and code for those to create the controls for what the buttons do
Coven Fever
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Coded all of the player movement controls
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Coded the balled behavior with the any-way directional bounce
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I created the collision code for the ball and paddle and focused on making it as realistic as possible and having the correct physics
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Created all the scene and button code to control scene changes and game states changes
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I created a basic score system to keep track of who wins and loses
PONG NEW DIMENSION
Prison Escape
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In this project I created different AIs
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I created a flee seek and path follow
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I created switches for the player to trigger to escape the prison
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All this is done through a colour tile system
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Also a path find finding the closest node to the object seeking the path
Core Mechanics:
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Cannon Shooting
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Local Player versus Player
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Circle to Square Colliders
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Circle to Circle Colliders
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Square to Square Colliders
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Rotating Target
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Wall Bouncing Bullets
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Win, Loose, and Menu states
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Double Bullet and SIngle Bullet Turrets
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TANK GULAG
Light Bot
Core Mechanics:
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User decided Sequenced Based Commands
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On Screen UI drag and drop functions to control the Player
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State and Level select systems
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