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Deep Spacer

NYP Year 2 Semester 2 Project

Video/Images for the Project

For my Year 2 Semester 2 Studio Project, I was in charge of creating a projectile, weapon firing & inventory system, and the UI design & input system for the mobile version of the game. I was also the dedicated debugger for my team.

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  • Projectile System:

For the projectile system, I made multiple types of projectiles, bullets and homing rockets. The rockets would first search for a target to hit, if there was none, the rocket would just keep flying in the same direction, but if a target was found the rocket would turn and move towards the target. The rockets would also cause knockback and damage based on how close the enemies or the player is to the rocket's position before it exploded, allowing for area damage and knockback, so the gameplay would have more variety.

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  • Weapon Firing System:

The weapon firing system I designed also has different firing modes depending on the weapon, so it could fire in bursts or a big spread based on inputs to specific variables. The weapon's reload would also differ based on the firing mode, so a burst rifle would fire all the rounds even if there were not enough for the full burst.

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  • Mobile UI Design and Input:

In addition to that, I designed the mobile UI so that the movement controls and the direction faced would be both independent, allowing the player to shoot while walking backwards, allowing the player to keep shooting at enemies while getting away.

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