Protect The Citadel
This project was created in a small group of 4 developers consisting of two programmers, a Producer/3D modeler, and a level designer. The game was created in Unity and is a single player tank survival rouge-like game, where you destroy all opponents and seize the Servers spread around the city while picking up different weapons to defend the citadel with everything you have.
https://cagd.itch.io/protect-the-citadel
We were reaching the final sprint of our project and I was tasked to polish some aspects of the enemy, such as visual effects on death, health bar visuals, and testing the NavMesh on all the other levels that were completed. However, halfway through the last sprint, an issue arose where I was then tasked with the implementation of the player weapons and switching, as well as picking up and upgrading the weapons on pick up. Similar to the enemies going towards server task, the biggest problem was navigating through the other programmers code and understanding how and where everything works, except this time around, communication was difficult, thus I was left to dissect it myself. Through many hours, I found out exactly where and how the code for shooting was implemented for the player and took the code from the enemy mechanics and was able to successfully implement similar shooting mechanics of the enemies to the player. Nearing the end, I was also tasked with some player polishing, such as resetting the position if the player fell over, UI fixes with the upgrading of weapons, and a randomized door opening function for the hub, where players would enter to get into the levels that were created. Working down to the very last second, I was able to accomplish all my tasks and get as much as we reasonably could into the game and published to Itch.io.
Working on this project was great experience for working with other programmers in a collaborative way and sharpening my coding skills. I have learned so much during this project, especially with Unity's features and functions that would have made our game impossible if not for it. I am extremely grateful for the opportunity to work on this unique project and thoroughly enjoyed working with the team and producing a game that I can be very proud to have worked on.