A movement shooter focused on unique traversal through the world.
Winner of the MDEV Best of Showcase Student Entry 2024 Award!
Showcased at BostonFIG Online Expo 2024!
Roles: Creative Director, Systems Designer, Level Designer
Led a team of 26 people to construct a movement shooter focused on unique traversal through the world
Designed and iterated on the Kinetic Pistol and other tools to increase emergent and multiplicative gameplay
Constructed portions of level two that incorporate trains and combat in an enclosed area
Exhibited at Bradley's FUSE 2024: https://bradleyinteractive.com/2024/exhibits/soulsync-city/
Was initially a normal pistol. Functioned, but was boring and encouraged players to sit in one spot and shoot enemies
Reworked to take player's velocity into account
Adds ricochet based on velocity
Increases damage based on velocity
Issues encountered:
Impossible to hit maximum velocity for more than a half second, if at all
Still used by players to shoot enemies from far away
How I worked to fix these issues:
Storage of velocity for a couple seconds before decaying, allowing the player to hit maximum velocity and then deal boosted damage in that state for longer
Testing values in Unity to see how much damage the pistol should do depending on what the current velocity is
A screenshot of the kinetic pistol.
A screenshot of the dash tool.
Was the first tool concepted and implemented into SoulSync City
When used, makes the player dash in whatever direction they are currently facing, including up into the air
Issues encountered:
Easily the best tool developed in terms of versatility because of:
How fast it recharges
How far it makes the player go
Does damage
Stuns enemies
All of the above factors cause issues when trying to balance other tools
Issues communicating when it was on/off cooldown
How I worked to fix these issues:
Helped create the basis for diegetic UI, where the neon on the tool fades when the tool is used and then reappears when the cooldown is over
Proposed the implementation of a vertical limit to velocity when using the dash tool
Tested and tweaked the dash tool's damage and stun time