This Unity FPS project was developed as part of a team during the middle of my game development degree. It was a project to demonstrate the immense growth of our game development knowledge during the first half of our college career. Mindforge is a fast-paced movement shooter with various setpieces and drastically different level themes.
Mindforge is currently published on itch.io. You can find its page here.
This project features extremely capable enemies with various weapons set in many "training simulations" to justify the drastically different settings. Enemies coordinate their actions and information with others, seek cover, have different behaviors according to what weapon they are using, and shoot predictively to counteract the player's advanced movement. The player has access to many of the common "movement shooter" mechanics such as wallrunning, double jumping, and crouch/sliding. There is also an arsenal of various weapons the player can pick up throughout a level in addition to contact grenades on a cooldown.
During this project, I performed the following development tasks:
Developed physics-based player movement system and all related features such as wallrunning and double jumping using Unity rigidbody component physics
Developed customizable behavior and AI of the primary ground enemy and all variants using many Unity systems such as trigger events, raycasting, and more to provide a core gameplay element
Developed customizable, scriptable gameplay-flow systems such as waypoints, checkpoints, doors, cutscene tools, ziplines, enemy spawners, and scripts to execute logic on damage/interaction/player proximity to provide a superior gameplay experience and to allow designers to create levels efficiently and easily
Created a basic editor tool using Unity editor scripting to allow for Unity line renderer components to be placed easily by designers and have lines be dynamically updated at runtime if necessary
Assisted in the development of item pickups for powerups or health packs to provide gameplay features
Created level “Sabotage”, assisted with the creation of level “The Depths”