top of page
shotgun resets.gif

Blast yourself through danger and master the skill that is...

SHOTGUN PARKOUR

Genre: Action, Platformer

Engine: Unity 2D

Project Time: 5 Weeks, 50%

Team Size: 1

​

This project was part of our specialization course at The Game Assembly. I wanted to learn more about the challenges of gameplay development with the focus of aerial movement. So I created a character that could dash and weave through the air using the recoil from their weapons.

​

My goals were to:

- Develop fun gameplay loop

- Design progressive levels to gradually teach player the game mechanics

- Iterate player and level design based on feedback from others

​

​

Feel free to try the end result of the game (PC only). Scroll further down to read more about the games development in detail. Have fun!

The Arsenal

The player uses a "Shotgun" that creates an immense force that pushes you through the air.

​

To reload our shotgun we destroy red obstacles. An easy way to go about it is to use our trusty "Machine Gun" to briefly suspend us in the air, granting a window to focus down a target to reload and keep the momentum going.

machinegun slowdown.gif

Camera Behavior

Camera keeps up with the player and lerps towards their position for a smooth transition and does the same with the mouse once you move it far away enough from the player.

 

While the player is in the air it priorities the camera keeping the player to its center while also finding a balance to look ahead using your mouse. Without sacrificing to much distance to plan out your path.

camera behavior.gif

Enemies emerge

Throughout the games development I continuously added and refined features iteratively through feedback from play testers. What came up was the lack of enemies to keep the player engaged to motivate fast paced action.

 

I made destructible blocks and basic turrets to begin with. Later "homing missiles" were developed to initiate a "cat and mouse" situation were the player needed to anticipate and outmaneuver the missiles. Since the player could now be defeated a checkpoint system was also in order.

enemies.gif

Game Juice

Once the gameplay loop was complete, everything needed sounds and effects and other features to enhance the experience. Like Parallax, Camera Shake and how the player spins in the air when accelerating.

​

Also i found the spare time to add a rocket jet pack.

rocket mode.gif

Putting it all together

Everything was done, but I wanted to push a little further. So I designed tutorials and levels that teaches the player to use the weapons before I added more difficulty to the levels.

​

missile escape.gif

The Result

In the end I ended up creating a cool game prototype and in the process gained a firmer grasp of the challenges within gameplay development.

bottom of page