Hollow Omen is a 2D action-platformer developed as a prototype in my final college semester. It served as a learning project for refining my Unity coding abilities, applying coding designs and principles, working with Unity’s physics engine, and prototyping enemy behaviors using basic AI programming.
The player movement system delivers smooth, seamless transitions between running, jumping, and falling by using a state pattern design. This approach isolates each movement state, making debugging and monitoring more efficient to ensure precise behavior. Additionally, I synchronized character animations with gameplay actions using the Animator component, creating clear visual feedback for every movement and transition. This resulted in a highly responsive and intuitive control experience.
For the combat, I have implemented attack options, including a fluid slash combo, each paired with distinct visual and sound effects for greater impact. Carefully designed hitboxes improve strike precision, making combat feel strategic and rewarding. A key feature is the parry mechanic, allowing players to deflect enemy attacks and projectiles with skillful timing.
Similar to the player, I developed an enemy controller using a state machine and state pattern to enable smooth transitions between states like idle, attack, and pursuit. This modular design keeps behaviors organized and easy to debug. To support future growth, the enemy framework is built with inheritance for easy customization and extension. Although only one enemy variant currently exists, this scalable structure ensures seamless integration of new types, laying a solid foundation for a diverse enemy roster.