Creating Magic with Code
NOTE: All work displayed here is original and crafted from scratch. In the rare instances where external code, assets, libraries, or animations are utilized, they will be explicitly mentioned.
(Ongoing)
✅Standing: Run - Walk - Roll
✅Crouching: Slow walk - Walk - Fast walk - Roll
✅Level Designer Friendly - Lights are instance editable.
✅Location and Size of colliders automatically calculated.
✅Works on both Point Lights and Spot Lights.
✅Use of Interface to trigger Line Tracing. Scalable and Modular
✅No constant Line Tracing + Line Tracing done in C++
✅Works well when multiple lights are near each other i.e. the colliders are mixed with each other.
Stealth Physics Door
9 - 10 hrs✅Physics Movement
✅Automatic noise output according to velocity
✅Less noise when opened slowly
✅Enemy is alerted of the noise
Gadget: EMP Pistol
15 - 18 days✅Can disrupt electronic devices for some time
✅Laser instead of Aim offset to balance out the gadget
✅Aim Locomotion running on a single Aim Anim Pose
✅Scalable and Modular System Design
✅Easy to integrate more interactive electronic devices
✅Custom 3rd person controller with separate player controller class
✅Basic AI follow to collect spheres with
✅Gate opening mechanic
✅Used Interfaces to remove hard references and optimize memory
This design is highly scalable and modular
If a new Piece type has to be added, one only has to add another move set to the Dictionary and assign the tag matching the key to the object.
The same data can be accessed by the opponent without extra cost. Good for online multiplayer.
Separation of data from logic promotes modularity. Easier to make changes without causing unintended side effects.
Memory friendly - Prevents data duplication and unnecessary instantiation.