Project Overview
Narrative: Play as a scorned knight on a dangerous quest for revenge from the depts of Camelot's dungeons to the top of the castle tower, battling its defenders and taking vengeance on King Arthur. 
Features: Game features one game level and endless mode. Game level is narrative based, with checkpoints, various enemy types, a boss battle. Endless mode is an arena style endless mode with the objective of achieving a high score.
This project was made for my Advanced Group Project class while studying at the University of Gloucestershire. Our team consisted of 4 Members (programmer, artist, designer and technical artist). Our project was demoed at the University's end of the year showcase, ComX. 
Details 
Academic Group Project (3 Members)
Role: Team Lead, Gameplay Programmer
Genre: Action / Fighting 
Engine: Unity / C#
Platform: Console / PC
Timeline: 3 Months 
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Feature Overview
Player Locomotion - First Person Movement, Aim, Dash, Jump
Player Combat - Attack, Combo Attack, Block, Sword Attack
Knight Enemy AI - Behavior Trees (Idle, Pursue, Attack, Stagger, Death)
Cleric Enemy - Provides Health Buff to Surrounding Knight Enemies
Torches + Barrels - Use Torches to Ignite Explosive Barrels
Boss Battle - Fight the Final Boss, King Arthur
Game Level - Linear Story Level with Enemies, Checkpoints, and a Boss
Game Arena - Endless Survival, Kill Enemies, and Achieve a High Score
Key COntributions AND Development
Team Lead
- Led communication and collaboration between team and project advisors, ensuring alignment on milestones
- Organized and led play testing sessions, collected feedback from testers 
- Developed and presented project update presentations, final game showcase and game trailer
 
Gameplay Programmer 
Implemented core game systems: Singleton Manager Classes 
- Game Manager: Finite State Machine managing game states
- Audio Manager:  Responsible for loading, playing, and controlling music and SFX
- Event Manager: Using broadcaster design pattern, responsible for sending events to subscribed classes
- Scene Manager: Responsible for loading and changing scenes 

Developed main gameplay components, consisting of: 
- Player Character: Overall player functionality, input, movement, combat, animations, 
- Knight and Boss Enemy: Overall enemy functionality, movement and navigation, combat, animations
- Enemy AI: Enemy decision making using behaviour trees to power actions (Idle, Pursue, Attack, Staggered) 
- Game and Level Logic: Level spawning, checkpoints, score, enemy spawning 
- Menus and UI: Start, settings and pause menu controllers, level and Player HUD