Martynas Balciunas
Design
Brief Based
The design of the game was created based on a brief given by a BTEC Professional, A core audience, and specific element requirements, such as timers, health system, coin system, menu's, enemies, etc.
Timeframe
Limited
A clear timeframe was set for the the entirety of the coursework, with the game development stage having an approximate deadline of three months, which I was able to meet allowing me to finish the coursework before the deadline.
Skills
Improved / gained
I have learned many concepts relating to Unity, applied knowledge of C#, gained an insight into basic animation, animation using scripts (such as turret enemies pointing at the player using code), basic menu systems and scripting.
Insight into games testing, creating a balanced difficulty experience, and core problem solving of programming, debugging, and Similar skills.
About The Game
The game is a simple 2D Action Wave Game, focused on collecting orbs to deal damage and gain the highest score while surviving to reach the next level/wave.
Bosses
The bosses mostly consist of the smaller enemies, but enlarged and empowered. Sometimes a mixture of enemy types or even a mixture of bosses, mostly reusing same concepts while creating a new experience.
Enemies
The enemies are mostly simple and vary from long range turrets, close chasing enemies, and close proximity shotgun type stationary enemies. Each having unique animations, death effects, and ways to beat them.
Upgrades
The upgrade system was a simple stat based upgrade that used up coins. The catch is that each type of upgrade must first be collected as a boss drop, otherwise no upgrades can be done.