● Handled all Shooting mechanics for the player and enemy NPCs
● Created a feature in the HUD that allowed for easier aiming of the trinkets for the player
● Created UI elements for the game: the main menu, the pause menu, the end game screen and the health/score/damage direction indicators
● Programmed enemy behavior: their path finding, their shooting and their distance kept from the player
Unfortunately the in-development recordings are lost. This gameplay footage shows the dynamic level layouts of each wave, the retro wave aesthetic and all the player and enemy interactions. Another noteworthy feature in display is the use of the Trinkets, which are thrown in the air and expand on command, crushing enemies, which are aimed by the indicator I designed and programmed.
Itch Page - nathan-more.itch.io/trinket-terminal
This game was the first team that I joined under UCI's Video Game Development Club, and I had a blast finally meeting other game developers and working on a team. I used this project to force myself to learn Unity, and I was very proud of myself to be able to contribute and meet team deadlines with my programming.
I was also able to see other departments that are experienced in their field, like the excellent shading and 3D modeling work done by my teammates. Trinket Terminal helped solidify that game development is the industry that I want to find myself in in the future.