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IcoSphere a FPS game drawing

Final project for "CS50's Introduction to Game Development"

By Thomas Feuerstein 🧔

This is a non-commercial, educational only project!
My purpose in this is mainly to improve my skills in scripting in C#
and to get more familiar with working with the UnityEngine

Description

This is a short ego-shooter adventure were the player has to fight
his/her way to the endboss. On the way are continously spawning
sphere shaped floating enemies which try to tackle the player
or shoot toward him/her. To stop enemies from spawning
and clear the way to new sections, the player has to
capture and defend circular zones on his way.
Starting with a laser gun after the first half, the player gains
a fully automatic weapon on which a heating feature was implemented
(If used to long it has to cool down before further usage).
Furthermore the endboss scene features jump- and speed-pads
which interact with the FPS controller and a laser mechanism
which has to be activated with four capture zones to assist
defeating the endboss.
If the player looses all health the game is over.

Here you can find a Demo Video 🎞️

Documentation 💻

Justification why this project satisfies the given Specifications

  • It is a cohesive start-to-finish experience there is a start menu ("StartState"),
    a tutorial scene, a parcour with an endboss ("GameState")
    and a final victory scene ("EndState").
  • Furthermore the player can quit the game anytime by pressing the escape button
    to pop up the Pause menu ("MenuState").
  • There is a definitive way of winning (defeating the final boss).
  • There is a possibility of loosing the game by loosing all health or falling down ("GameOverState").
  • Altohough free third-party assets and sounds were used (see more details below)
    the bulk of the game's logic is handwritten.

Justification why this project satisfies the distinctiveness and complexity requirements

  • This project is related to the assignments 9 & 10 of the course (dreadhalls & portal)
    since it uses Unity for a 3D Game as well as a First-Person-Controller

  • However, it features far more implemented features and functionalities which are:

    • A weapon which can be used to shoot at enemies (entities which have the target script attached to them)
    • There are statistics which are displayed in the right-lower corner of the player-HUD that are updated continuosly during gameplay (see in the player script: kills, score, accuracy variables)
    • A functional elevator which uses Unity's animation feature
    • Three different enemies with differences in behaviour: Icos | MicroIcos | Spikys
  • Additionally the level design is significantly more complex

    • There are obstacles, podests, stairs, platforms, straights, corners etc.
    • There are capture Zones with a sphere-collider which can only be activated when the player is overlapping with the collider. When the player leaves the zone to early the progress is reset.
    • The level is split into sections in which enemies are randomly and infinitely spawning from spawners.
    • The player is only able to move on when a section is cleared i.e. if its zone was captured, whereby the spawners are deactivated.

Documentation what I did and justification of any controversial design choices

  • Everything besides the detailed listing of assets and sounds below was done by myself within Unity
    with the help of ProBuilder.
  • All scripts are handwritten by my own within Visual Studio Code.
  • The level design is completely self-made except for the textures.
  • Some game mechanics like shooting, progress bars and enemy behaviour are added
    with the help from Brackeys YouTube tutorials.
  • The overall game idea is mainly inspired by the similar game series Serious Sam
    • However, capture zones are not a crucial part of this game
    • The game design is quite distinct from The Serious Sam series which is setted in e.g. egypt with mostly grounded entities
    • In IcoSphere the design is focused on a futuristic environment and glass-like, solely floating enemies

References & Acknowledgements

All third-party materials are highly appreciated, thanks alot

Thanks to Brackeys for usefull tutorials on shooting, progress bars & weapon switching.

Free Assets from Unity AssetStore used:

  • Textures
    • Texture Glass Transparent Window by GlowFox Games
    • Yughues Free Metal Materials by Nobiax / Yughues
  • Weapons
    • Sci Fi Gun by MASH Virtual
    • Sci Fi Gun Light by Factory Of Models
  • Background
    • SkyBox Volume 2 by Hedgehog Team
  • Beams for capture zones
    • VolumetricLines by Johannes Unterguggenberger

Gamemusic: yellow by cyba (c) copyright 2019 Licensed under a Creative Commons Attribution Noncommercial (3.0) license. http://dig.ccmixter.org/files/cyba/60166 & new circle by cyba (c) copyright 2019 Licensed under a Creative Commons Attribution Noncommercial (3.0) license. http://dig.ccmixter.org/files/cyba/60087

Soundeffects: Sound Effects from https://freesound.org Many thanks to: tim.kahn for clorina.wav | StonedB for Huge Laser.wav | soundmonster0 for game-over.wav | problematist for space-laser-shot.ogg | ticebilla for shoot.wav | mattc90 for neurofunk-d-n-b-style-distorted-synth-bass-wob.wav | cbj-student for breaking-glass-mix.wav | speedenza for whoosh-woow-pt26.wav | navadaux for whipy-woosh-transition.wav | filmmakersmanual for bullet-flyby-3.wav | dwareing for maroon.wav | prutsik for space-swoosh.mp3 | rhodesmas for win-02.wav | mrickey13 for playerhurt1.wav & playerhurt2.wav | deathscyp for damage-1.wav | javierzumer for charging-loop-2.wav | unfa for medium-far-explosion.wav | matrixxx for powerup-07.wav |
All remaining sounds are self-made with the programm Bfxr

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