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Shoot That Box!

Below is a detailed design breakdown and the train of thought in the different parts I made to the game, including game flow/maps, level design, and programming.

Game Flow/Maps

01

Game Flow and Maps

Pencil

Assignment2_Journal#2_Sketch_2.jpg
Assignment2_Journal#2_Sketch_1.jpg

I drew down the ideas about the game on paper first. This stage only contained the prototype of the characters and the game loop.

Miro Board

Enemy Behaviour.jpg

The flow chart of the enemy's behaviour recorded how the enemy makes decisions depending on different situations in the game and helped me better program the enemy AI in Unity.

Adobe Photoshop

Diagram_Easy.jpg
Diagram_Mid.jpg
Diagram_Hard.jpg

Before building the level in Unity, I made a top-down view map for each level, including the player's and the enemy's positions.

Level 🔍

02

Level Design

Unity

STB01.gif

The gap between static boxes provides an opportunity to track the enemy's movement and another choice to shoot it without facing.

STB02.gif

The lights from the windows add more light sources to the level and help distinguish the direction.

STB03.gif

At the very beginning of the level, the random boxes will fall over the floor to affect the movement and increase playability.

STB04.gif

While hitting the enemy effectively, the visual effect and audio will appear to give feedback.

Light01.png
Light03.png
Light05.png

From the easy to hard level (left to right), the light gets darker. It represented time flies from morning to night outside the storage. Also, fewer light sources increased the difficulty of chasing and shooting the enemy. 

Programming

03

Programming

Visual Studio

Unity

PickBullets01.png
PickBullets.gif

There are 6 bullet packages random spawning in the level. You can get 3 more bullets every time picking up the package. The number of packages is controlled by the number of the player's bullets to avoid being no bullet to shoot.

ShootFeedback02.png
ShootFeedback.gif

When you hit the enemy accurately, the blue particle effect and audio will play once to show the attack.

Aim03.png
Aim.gif

Mouse to aim. The target aiming pattern will turn red when you have aimed at the enemy correctly.

EnemyAttack04.png
EnemyAttack.gif

The enemy will keep chasing you and try to attack. If it is too close to you, the blood will decrease every second until the distance has been pulled away.

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