B.L.O.O.M

Core Responsibilities

  • Player Controller
  • Upgrade System

Movement

For this project, my primary responsibility was to develop a character controller for a first-person shooter game. As part of the group, we were required to use the PhysX API for the game. This meant that I had to learn how to implement the API effectively.

Using the PhysX API, I developed a character controller that allowed for smooth and realistic movement within the game. This was crucial for creating an immersive experience for the player. The API allowed me to handle player movement and interactions with the environment in a way that felt natural and intuitive.

I also worked closely with the level designers and artists to ensure that the character controller fit seamlessly into the game's overall design, which included aspects such as head bobbing and weapon sway . We wanted to create a game that was visually stunning and engaging, and the character controller played a critical role in achieving that goal.

Weapon

In terms of weapons, I implemented a system that allowed for weapon upgrades. The first upgrade initially increased the weapon's range, but due to a lack of visual feedback for the player, we changed it to a damage increase instead.

The second upgrade introduced a stasis effect that allowed players to freeze moving platforms, which the Level Designer could select as interactable objects. This added an extra layer of interactivity and strategy to the game.

The third upgrade was a multishot feature that allowed players to enter a "locked in" mode where they could fire at enemies to lock onto them. At the end of the mode, any hit enemies, buttons, platforms, or other types of objects took damage or were activated. This added a new dynamic to the game's combat system and made it more engaging for the player.

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