Overview

This project is a fast-paced 3D first-person shooter where the player controls a nameless hero tasked with defeating the Dragmo Regime and its various enemies on a distant planet. The gameplay emphasizes constant movement and precision, as standing still can result in quick death due to enemy turrets and large waves of enemies. Players can sprint, jump, double-jump, and unlock multiple weapons, which they retain after death.

The game is divided into multiple sections with checkpoints that track progress and restore weapons. The focus of the project was on building essential shooter mechanics, such as shooting, aiming, reloading, and navigating large enemy groups. The levels are designed to require strategic movement and shooting while offering rewards like ammunition and new weapons for clearing areas.

Features

  • First-Person Perspective: Play as a nameless hero in an immersive first-person view.
  • Fast-Paced Combat: Focus on aiming, strafing, and quick reflexes to avoid enemy attacks.
  • Multiple Weapons: Unlock and retain different weapons throughout the game, even after death.
  • Turrets and Enemies: Encounter varied enemy types, including turrets that force constant movement.
  • Sprint and Jump: Players can sprint and perform both single and double jumps for enhanced mobility.
  • Checkpoint System: Progress is saved through 18 checkpoints that restore unlocked weapons and reset enemy waves.
  • Level Design: Large, multi-section level with a mixture of fixed and alternative paths, providing a structured gameplay experience.

What I did

  • Designed and implemented all core gameplay systems, including a fast-paced Character Controller with sprinting, jumping, double jumping, and precise aiming mechanics.
  • Developed a Weapon System with multiple unlockable weapons, each with reloading, aiming, and switching functionality that persists after player death.
  • Created dynamic Enemy AI, including turrets and enemy units that react to player movement and attack patterns, encouraging constant mobility and evasion.
  • Built a segmented Level Design with 13 main sections and 4 optional bonus areas, incorporating checkpoints that restore unlocked weapons and progress, while efficiently managing resource allocation by deactivating completed sections.
  • Developed a Checkpoint System with 18 checkpoints that activate progressively and allow respawning at key points, triggering section transitions to optimize level flow.
  • Designed a Bonus System that unlocks extra ammo and health upon defeating special enemies, with future plans for weapon upgrades.
  • Utilized Unity’s Tilemap system for 3D level construction, adjusting models for efficient use within the tilemap framework.
  • Acquired and adapted all 3D assets, including characters, weapons, and environmental props from free online sources, integrating them into the game.
  • Performed extensive tweaking and testing, ensuring smooth gameplay, responsive controls, and an optimized player experience.

Project Details

  • Genre: FPS
  • Platform: PC
  • Project Duration: 1 Month
  • Team Size: 1 Person
  • Engine & Tools: Unity, Rider