This game was a group project coded from scratch, using an engine programmed by the team. Middleware such as PhysX was implemented, however, the graphics, GUI, sound manager, particle systems, input and asset management and networking was produced within a team of 8. Up to 4 players can play online and the goal is the same as the Paint Shooter - to destroy the enemy paint tank.
Genre:
Engine/Language:
No. of Players:
Project Type:
Dev Time:
First-person Shooter
Team's Own/C++, TypeScript
Up to 4 Online
Group
~4 Weeks
My Contributions
Lead Level Designer
Researched, designed and built 2v2 game map via code
Integrated TypeScript scripting system to allow compatibility with a C++ engine
Created level design helper functions to make coding the level easier
Co-designed game from concept to completion
Programmed player respawn system in C++
Worked with node.js, ts-config, TS compiler, ES2020 and math libraries
Kept clear and concise game design documentation throughout project
Level Design
Due to time constraints on the project, our editor was not completed and so I had to design and produce the level via code. This was done by creating a simple version of the level in Unity then using object coordinates along with prefab utility functions to render the level in our engine. Everything from the textures, lighting and the skybox had to be added via C++ and TypeScript code.
The general design of the level followed the idea described for the Paint Shooter, but on a smaller scale to suit four players. It's composed of two main highways with a central courtyard action area, overlooked by a second storey for height variation.