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Project Details
Project Details is where I store more in depth breaking down of my scripts, game design documents and other details.
LogicFlow_ClownFrenzy
Clown Frenzy
Upgrading of Towers
To start the process of upgrading, when clicked the tower instantiates the ui overlay where the available buttons are displayed, upgrade or sell, by selecting this button the script recognises you are in upgrading mode and will not be able to access other modes such as building, shooting.
Cashing in of Cured Survivors
In this project I had worked on script for simulating a "Clownified" enemy being "cured" after reaching zero health, as well as the cashing in function which operates by dragging the "Cured" manually to the base. If the "Cured" is "Clownified" again they are returned to their recent point of death.
Cupcake Tower control mechanic
I was also asked by my game designer to make a tower unique by giving it the function to be controlled by the player. It is capable of receiving orders and will shoot where instructed to. It has a visible range in which the player can give orders to shoot within. You start by right clicking the tower which will activate the visual range and turn the mode to shooting which will prevent building and upgrading/selling. This is because there is a condition check for what mode is currently on and if one is on it will not change to another.



LogicFlow_SNAB
Randomisation of appearances
To make sure the players would look like any other npc in the game I had to randomise the features of the character they were playing as and made it so that this was done at the start of the game. This was done by randomisation and setting active the allocated features.
Npc Patrol
In this project I had worked on a patrol script as well, this was to simulate the huge crowd in the city moving around on their randomly selected path. I did a similar randomisation and allocate pathways, made with waypoints. Script was also loopable, as such npcs did not need to be reinstantiated. Npc number was locked at a certain number by using an integer to stop the spawning script.


S.N.A.B. Attack
LogicFlow_Canvas
Canvas
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Colour change Limitation
When programming this game I needed to limit where the player could change colours. To do that the canvas area was made with a check collision script which will then permit the player to change colour as well as allow the system to recognise the colour that the player has switched to.

The Extra Floor
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LogicFlow_TheExtraFloor
LogicFlow_DeliverHope
LogicFlow_Arthur
LogicFlow_ZedFall
ZedFall
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Weapons System
The Weapon system in ZedFall features weapon spread, weapon swapping and class based system
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A.I.System
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The Zeds in this game have multiple skins and randomise on spawn, capable of collision avoidance, stagger time (when shot), Iteration ahead (In Pursue), randomised resurrection time.
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LogicFlow_JadeOasis
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