Kill Space is a small first-person split-screen PvP shooter in a zero-g environment made for a school project.
It's inspired by the game Boundary but has a more nostalgic look.
The game was made in Unity 3D with the HDRP render pipeline.
Almost everything in the game is self made by myself. Sources can be found in the game.
The game is fully playable on Windows PCs with controllers and can be downloaded through itch.io
Genre:
FPS
Splitscreen
PVP
Platforms:
Windows PC
Target groups:
Killer
Key Features:
Movement in 3D space without gravity
Rotation on all axis
Multiple weapons
Local spit screen PVP
Zero gravity
USPs:
Recoil moves the player
Local spit screen PVP in Zero gravity
Programing:
The Project uses over 60.000 characters in its code and comments this is almost 2000 lines of code and comments.
The map is mirrored in the middle to achieve the most balanced map. In the middle of the map is a solar panel that rotates, which can be used as an orientation point. The two halves are also color-coded to make orientation easier. The space station is built in 3 layers to encourage more vertical movement.
The Level is designed in a way that it gets more intense over time does come to a big final fight and then jumps back to a short intensity brack before the next round starts.
The description of one side applies to both side because the level is mirrored.
When describing up and down, I refer to the direction in which the players spawn when starting the game. Images are editei to be better visible.
In the center of the station is a ring with attached solar panels. This ring and the attached solar panels rotate and function as a dynamic cover
moving cover. The solar panels offer a lot of protection and coverage. However, the rotation makes it difficult for the players to stay in cover because they need to keep moving to remain behind the solar panels. The rotation also makes it difficult to shoot
small gaps enormous. The ring itself also serves as a cover for the players.
There is a wall next to the solar panels, this is used as cover for players.
At the bottom of the station, in addition to the solar panels, there are two tanks, which serve as further cover.
On one side of the space station, the players will find an opening through a damaged piece of the station. This opening is intended to provide a quicker option to enter and exit the space station, compared to the airlocks. The big piece that broke out serves as a cover form snipers that try to shoot into the station. The boxes can be used as cover because they block shots. Another important information about these boxes is that they have physics so these boxes can be pushed around. This is possible because the boxes do not need to be synchronized since both players play on the same PC. The container next to the opening serves as a cover and also forms a path with other containers around the station. This provides players with another path to move along the station which also provides a lot of cover from several different angles.
Next to this container protrudes a part of the space station with an airlock attached. The end of this part can be used as a sniper point. This would allow players to have cover but at the same time have a better view of the surroundings.
There is one wall and one Tank for cover near the airlock. This will provide players who leave the space station with cover from the sniper position.
A little further there is another container. This one forms with the one before the path made out of containers. The doors of the containers point in the direction of the next container and are intended to guide the player.
In this section, there is also a large room with smaller tanks on the side and an airlock at the end of the room. On the sides of the airlock are two tanks that serve as cover to protect the player when leaving the space station.
A little further out is another T-junction. There are more tanks on top of this part of the station. These are there to provide further cover for the path made out of containers, as this makes it difficult to see into one of the containers. Two containers are mounted at the T- junction. One point from top to bottom, this container leads to a similar sniper point as the previously mentioned one.
The other container is placed on the opposite side which leads in the direction of a player spawn point.
Under the last container mentioned, there is a corridor that leads off to the side. There are two tanks on this part of the station that serve as cover to protect players from being shot at from the side. This is followed by a section with a destroyed outer wall. This is used as a fast method to enter and exit the space station. The floating boxes are supposed to have the same effect as those near the previously mentioned break in the station wall. The floating part of the wall serves as a cover, to make sniping into the opening of the broken wall more difficult. There is another container on this part this one is also part of the container path.
On the opposite side of the brake, is a protective wall. This is used to allow players to float out of the hole in the station's wall, and still have cover. This is followed by a large room. There are two more containers in this room, which are intended to provide additional cover and can be used together with the other containers as a path to the end of the station. At the very end of this part of the station, there is an airlock surrounded by two tanks. These are intended to provide cover when leaving the space station.
From the last T-junction, go straight ahead to another airlock. This is directly in front of the player and serves as the fastest entry point at the start. There are several rotating lights around this entrance. These are intended to function as moving covers and are also intended to help with orientation, as it quickly becomes clear where the players started.
After passing through the airlock, players will see a window on one side. This is to allow players to check their surroundings before leaving the station.
This is followed by a corridor down with two protective walls that serve as cover when leaving the corridor.
The airlocks that are visible at the end of the main corridor are lit so that players can see them more easily.
The interior is only lit by windows, openings, and airlocks. This is so that players can be found more easily, as the scans are easier to see and the players' flashlight stands out more.
This corridor leads to an internal airlock and a window designed to create a similar effect to the one in the previous image. Players that fly very close to the window can still be attacked from two sides here, from above and from the side.
After the airlock, there is a corridor with a hole in the wall. This is used to enter and exit this section of the station more quickly. This is followed by a large room with a tank in the middle. This can be flown around in various ways and thus offers a variety of options to attack the players from the sides.
At the end of this large room, there is an airlock. This airlock serves as another way to leave this section of the station.
As players continue down the main corridor, they will come to a gap between two walls this gap is rotated 45 degrees. This is intended to provide a natural incentive for players to use their sideways rotation.
After this gap, there is another T-junction. The players can continue straight through an airlock or float to the side into a room. This room again has a tank in the middle that the players can fly around. At the end of the room, there is an airlock. This is placed there so the players are always vulnerable to attacks from several directions.
Behind the airlock, a corridor leads upwards and the main corridor continues straight ahead. There is a small wall placed in the corridor leading upwards to provide cover. This is to ensure that players can float into the corridor safely when they come out of the airlock behind it.
If the players continue to fly straight along through the main corridor, they will discover a hole in the wall. This allows them to enter or leave the station more quickly. Next to this hole are two cover walls. These are intended to provide the player with additional protection from snipers outside.
The next room is right in the middle of the map. There are lots of individual boxes floating around here. These serve as cover and can be moved by shooting at them or flying towards them. These don't need to be synchronized with other players, as both players are in the same instance of the level. This means that it doesn't use up as many resources.
The level boundary is shown by a rapidly rotating texture that looks like small parts of debris that are intended to serve as a visual boundary. Players also suffer damage if they exceed the level boundary. This boundary is easier to recognize in-game because of movement and the players' flashlights than shown in the image here.
The moon can be seen behind one of the sides of the station. It helps the player with orientation and distinguishing the two sides.
The Earth is located beneath the station. This helps the player with orientation in addition to the moon.
Airlocks are equipped with lights, which makes them easier to find. The lighting also attracts players, allowing them to discover the airlocks.