Damage/Weapon System, Menus, and AIs
Who am I?
Howdy, I'm Luke Samuelson, the gameplay engineer. My main focus for the game was developing the three AIs and each gun's firing functionality.
Difficulties of the Project:
While I am happy with how the game turned out, some areas could be improved upon and I think the communication between us focused more on figuring out problems as soon as they arrived which provided a constant flow for the project until spring break. Discussing further with my team I think increasing our planning phase for the game would improve our product. That being said with only having a month for full production, we produced a finished game.
The other issue that occurred was spring break. The entirety of our group attended GDC this year which was a great blessing, but also took a week of our time and in my case, the following week due to exhaustion from the trip. While I had a great deal of my side of the project finished, I feel like I became more disconnected from the team due to my exhaustion.
Cool Stuff from the Project:
My firing systems for each gun paired well with Dameron's traversal system. It's great to have both systems we developed separately synergized well with one another and minor bugs that did pop up we were able to fix quickly. I'm proud of how my AIs turned out. The lobbing enemy gave me the chance to calculate some physics to get a good throwing arc.
Get CORPORATE KILLER
CORPORATE KILLER
The Only Way to Survive is to Climb
Status | Released |
Authors | Dameron Cook, Cole Tourney, lasamuelson |
Genre | Shooter, Action, Adventure |
Tags | 3D, Arena Shooter, Fast-Paced, First-Person, FPS, Short, Singleplayer |
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