Genetic Renegade

March 2023 – April 2023

This project was a mission-based first person shooter designed by a team of 4 using Unity.

Responsibilities

  • Mission System
  • Pickups
  • Collectibles
  • Level Switching
  • Music System
  • Sabotage Level
  • UI Functionality

Mission System

The goal with the mission system was to not only give the play an objective, but also some bonus objectives that would increase the payout. Each level has two bonus objectives: to kill all of the enemies and also to find the hidden collectible journal. Each mission is a scriptable object inside of Unity.

Pickups

Pickups occasionally drop from enemies. There is a manager class that determines which pickup is spawned based on percentages. The pickups bob up and down using a sine wave.

Collectibles

Every mission has a collectible journal that can be picked up as a bonus objective. If the player finds one of these journals, an array that is stored on the player is updated so that the journal will appear on the evidence board inside the Armory that the player can interact with and learn some of the lore about what is going on in the game.

Level Switching

I used a persistent class to store the information that we wanted to travel between scenes. This includes the players current loadout, current mission, vendor purchases / skill points, and found collectibles. The data is saved when leaving the Armory or if a mission is completed and is loaded upon entering any level.

Music System

I created a music system that would change the music to a more intense song during certain in-game situations. The intense music plays when the player is engaging with 4 or more enemies at once, when the Hold Position event is active, or if the player is fighting the boss.

Sabotage Level

The Sabotage level was entirely created by me. The original Half-Life was a big inspiration for me, as I love the dark atmospheres, puzzles, jump scares, and non-traditional pathways. I created the multiple enemy spawn events for this level including spawning under objects that get blown away, enemies bursting through walls, and enemies coming out of water.