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Time Fighter (2024)
Lead Developper
Programmer, Sound Desinger, Graphic Desinger...
Date
2024
Project Info
Team Size : 1
Time frame : 1 Month
Engine : Unity
AI Controller
The development of AI Controllers is based on a relatively simple but effective behavior, to offer a constant challenge to the player. Enemies controlled by the AI follow predefined trajectories, plotted using pre-calculated curves. These paths are created to vary the movements, but remain predictable after several repetitions. Each AI reproduces its patterns of movement in a loop, which allows them to move smoothly while maintaining a certain consistency. They approach directly: they run straight towards the player or cross the screen according to their programmed trajectory, without performing complex maneuvers. This simplistic behavior, combined with the repetition of their patterns, allows to maintain an accessible difficulty while leaving room for the player’s skills to avoid their attacks and respond effectively.
Playercontroller
The development of the PlayerController was designed to provide the player with a smooth and dynamic experience. The character has several movement options, allowing him to maneuver effectively through levels. First, the player can move in all directions thanks to precise and responsive control. In addition to this, it benefits from a firing system, activated by a dedicated command, which allows him to shoot down enemies at a distance. To make the action even more intense, a dash is integrated, allowing the player to quickly dodge projectiles or strategically reposition themselves. The player can also use a temporary speed boost to move through the screen faster or avoid obstacles, and conversely, a braking mechanism is available to slow down their movements, giving them full control of the speed depending on the situation. These different features make the character control both strategic and engaging, while ensuring a smooth and captivating gameplay.
Level Desing
The level design was made with a simple yet effective approach to support the intense action of the game. The level begins in a corridor on rails, nestled in the heart of a narrow canyon, where rock walls reinforce the sense of confinement and danger. This passage is filled with enemies that appear at every moment, pushing the player to stay vigilant. Once you cross this corridor, the setting opens onto a vast expanse of sand, where the boss’s circular arena is located. This change in landscape, from the narrow canyon to the vast desert, creates a striking visual transition and provides more free space for an intense and strategic final battle. The contrast between these two environments allows to rhythm the experience and reinforce the immersion in the world of the game.
This starfox inspired project was done with unity by me. I have code all features and designed most of the graphic and sound elements..



