2D Top Down Bullet Hell
Project Details
- Solo Project
- Intent to show feedback loops in gameplay design
- Built in Unity Engine 6
- January 2025 – April 2025
Gameplay Contributions
- Implemented an 8-directional movement controller with mouse directional weapon control with action list control and easing for simple and engaging gameplay .
- Developed an action list to handle all features, including movement, weapon firing, missile behaviors, enemy behaviors, screen shake, knockback, damage numbers, color tinting, UI text feedback, and more to create effective management of all interactions.
- Built physics based movement system for self-targeting missiles relying on jerk, acceleration, and velocity with awareness of drag and turning resistance based on current velocity allowing for accurate missile trajectories.
- Created main fire weapon with similarity to a mini-gun fire rate with ramp up and ramp down on button press and release giving an effective and skill-based weapon enabling interactive and meaningful gameplay experiences.
- Implemented simple enemy AI with player tracking, AI movement, and weapon control with dynamic spawning of enemies based on percent of enemies missing from max enemies increasing the spawn chance to create consistent challenge throughout the experience.
- Enabled consistent player power increase with positive feedback loops from deactivation of pylons that generate power-ups with increases to rate of fire, health, and missile count to continue engagement from the player.
Design Contributions
- Designed core gameplay loop attacking pylons to receive power-ups while defeating a constant wave of enemies using a main weapon fire and self-targeting missiles for a simple and exciting gameplay demo.
- Created self-targeting missiles which follow 3 phases of attack: launching away from the player, targeting the desired enemy by tracking and accelerating towards it, and attacking at full speed until collision allowing for intriguing missile trajectories.
- Devised power-up system to increase player power through interaction with the environment giving the player a clear objective enabling engagement throughout the experience.
- Produced consistent visual effects for player and enemy death, missile explosion, missile trails, pylon activation and deactivation, player and enemy damage, and more to convey clearer information about the player’s interactions within the environment.