Solaris Assault is a team-based project developed with friends during my degree, built in Unity. It marked a key step in my growth, introducing me to game programming and collaborative design. The experience helped me strengthen my skills in Unity and C#, while pushing us to experiment with creative mechanics and technical solutions. Below, I showcase my individual contributions to the project.
Implemented the new Unity Input System to support flexible, scalable input handling across keyboard and mouse. This newer system allowed for clean input mapping, easier device support, and improved control responsiveness, enhancing overall player experience and future-proofing the input architecture.
Designed a set of six diverse player abilities, balancing offensive and defensive gameplay. Introduced a rechargeable shield that regenerates over time to protect player health, and implemented a heat system for the primary weapon to prevent overuse through an overheating mechanic.
To support bullet hell mechanics, I implemented object pooling to address performance drops caused by numerous active projectiles. This optimization significantly improved efficiency and ensured smooth gameplay during intense combat scenarios.
In addition to designing player abilities, I created a user interface that clearly communicates the player's toolkit. This included three bars for health, shield, and weapon heat, as well as cooldown indicators for abilities to ensure clear, real-time feedback during gameplay.