Solaris Assault represents a collaborative team effort accomplished with the help of my colleagues during my studies, offering a dynamic experience within the Unity engine. This project served as a pivotal learning experience, enabling me to excel as a team member and seamlessly adapt to the intricacies of collaborative game development. In the process, it provided an avenue for me to deepen my proficiency in Unity and C#, contributing to my evolving skill set. The game became a catalyst for innovation, pushing the boundaries of traditional game mechanics and challenging my creativity in programming elements. On this page, I am excited to showcase the specific contributions I made to this project.
Solaris Assault is the result of a collaborative team effort created with my colleagues during our studies, delivering an engaging experience built within the Unity engine. This project was an important milestone in my development, allowing me to grow as a team player while adapting to the challenges of collaborative game design. Through this experience, I strengthened my skills in Unity and C#, contributing to my technical and creative growth. The game pushed us to think innovatively, experimenting with unique mechanics and programming approaches. Here, I’m excited to highlight my specific contributions to Solaris Assault and showcase the skills I brought to this project.
Throughout the project's development phase, I had the opportunity to design various player abilities. I crafted a diverse set of six abilities, encompassing both offensive and defensive capabilities. Furthermore, I introduced a rechargeable shield to safeguard the player's health, which gradually replenishes over time. Additionally, a heating system was implemented for the player's primary fire, preventing excessive use by introducing overheating mechanics.
As we aimed to incorporate bullet hell elements into the game, we observed a decline in performance when numerous projectiles were active. To address this challenge, I delved into design patterns and identified object pooling as a promising solution for our project. Implementing object pooling significantly enhanced performance, mitigating the issues associated with a high volume of projectiles and contributing to a substantial boost in overall game performance.
As the designer of player abilities, I assumed the responsibility of crafting a user interface (UI) that effectively communicates the player's available toolkit. I conceptualized and implemented three bars, visually tracking the player's health, shield barrier, and primary weapon heat system. Ensuring clarity, I implemented visual indicators for player abilities, clearly displaying whether they are on cooldown or available for use.