Responsibilities:
Player controller
Movement
Animation blending
Boss AI
Procedural room/dungeon generation
Room based
Spawning room amount handling
Spawning room direction handling
Spawning room type handling
Room behaviors
Item spawning
Enemy spawning
Trap rooms
Spike traps
Flood traps
Saving & loading system
Player stats
Player weapons
Specific dungeon generation
Roles & Restrictions:
Project Manager
Create task list
Create progression update docs
Ensure team's tasks are done on time
Pick up any slack where I can
Present ideas to employer
Present game updates to employer
Lead Programmer
Review other programmer's code 1 on 1
Ensure other's code is proper
Set model for coding techniques & practices
5 month time limit
Description:
This game was made for a 5-month-long internship with industry (PIRAT LIMITED) where I worked with a team of 5. During the first month I was assigned the role of lead coder. After then, our team's project manager left and for the remaining 4 months I stepped up and took on the project manager role whilst continuing the lead coder role simultaneously. An example of a down during the project was during the creation of the procedural generation; different looking and slimmer hallways were originally planned but scrapped due to the prefab alignment issues, so a similar square shape within all the prefab rooms were required and inserted. An example of an up during the project was during the creation of the creation of the character controller and coding animation blending within the confines of Unity 3D. An example of a learning experience during the project was when trying to come up for a saving and loading technique for the generated dungeon to load in the same way; due to my unique generation system, there were little references to existing methods on how to save a generated dungeon forcing me to come up with my own, this consisted of recording all rooms X, Y and Z locations and types in the form of numbers to a text file in the order they were generated.