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
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 🎞️
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
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
