While gaming on PC wasn’t where my first love of video games came from, I do hold the many hours spent playing with friends online in high regard.
I took a particular focus in this project on level design, lighting and post processing, it is inspired by the fantasy city of Waterdeep from Dungeons and Dragons. To really bring it to life I will add non-player controlled characters to hover around the buildings and work spaces as well as add more clutter and mess to the floor. during this project I learnt how much of an impact post processing could have and really enjoyed testing the different effects I could achieve.
This project was inspired by my love of skill tree based role playing games and first person shooters. The player has the choice of two different play styles and skill trees to use against the endless hoards of monsters. I spent extra care in ensuring my programming practices meant my code is easy to read, general enough to be used in further updates and easily accessible by other developers within the internal development editor. I added the use of Unity Analytics to this project so I am able to track players progress and play style, so I can update the difficulty at any time using remote settings. It is however in need of a graphical overhaul, particularly in the user interface.
I have included – procedural arena generation, scaling difficulty and an easily reusable skill tree system.
I created “Snow Business” as part of a team over the course of a few days, my focus was the user interface and visual effects. I designed the HUD to be sleek and sporty to match the tone and used a contrasting colour palette to help make it stand out. I also wrote a dynamic movement script, so it would respond to the players movement, I wanted it to look like it was being dragged along to add more weight to players inputs. I also created the wind particles which grow more intense as the player picks up speed, I achieved this using the particle system in Unity as well as through another script.