Rapid Games Prototyping.

ALL ASSETS WERE USED FOR EDUCATIONAL PURPOSES

Grade for module: First

Rocket Game

(No sound)

Game Description

A Rocket Game made in Unity for the Module - Rapid Games Prototyping.

 

This game was the first game I made while at Uni and is pretty much a game of exploration, the user controls the speed of the ship via the distance the mouse is away from the ship. They can fire two types of projectiles to destroy enemies and asteroids for points.

Design Process

I designed and planned this game along with the assignment brief we were given at the very beginning of my course, we were given a base prototype in which we were instructed to develop on and make better. I decided to go with space exploration and the idea is to fly around destroying enemies and asteroids for points.

Development Process

As this was the development of a prototype we were given 3 weeks to develop a completely functional and working prototype. I spent most of my time getting the main movement mechanics working and the AI to chase and shoot the player.

The Team:

Connor Taylor

Roles - Connor:

Game Designer

Game Programmer

Texture Artist

UI Designer & Developer

Sound Designer

Platformer - Ron Jambo

 

(No sound)

Game Description

A Platformer made in Unity for the Module - Rapid Games Prototyping.

This was the second prototype i made on this module and is a 2D platformer in where the player has to cause the most amount of destruction they can within a certain time limit. The player can get points from destroying the terrain or the enemies dotted throughout the map.

Design Process

This prototype did not start as a pre-made prototype in which i expanded upon, instead i created this from scratch and decided to make the level destructible. Originally my idea was similar to the concept of "Broforce" but realized i had over scoped so decided to make the game about pure destruction and carnage using different weapons ect.

Development Process

The development process of this prototype was the hardest yet, i had originally aimed to have the level randomly generate but after wasting too much time on that single mechanic i realized that i had to move on to hit my deadline, in doing so i only managed to get the world destruction and basic enemy function in. The weapons were easier than i thought to implement as they all derived from a singular parent class. The rest of my time was spent playing around with physics settings and seeing what effects i could use to aid or hinder the player.

The Team:

Connor Taylor

Roles - Connor:

Game Designer

Game Programmer

UI Designer & Developer

Sound Designer

Assets From

OpenGameArt.org

Shoot 'em up

The Team:

Connor Taylor

Roles - Connor:

Game Designer

Game Programmer

UI Designer & Developer

Sound Designer

Assets From

OpenGameArt.org

Game Description

A Shoot 'em up made in Unity for the Module - Rapid Games Prototyping.

This was my final prototype for this module, the game is a standard Shoot 'em up, in which enemies swarm in from the right in wave's that have different patterns, the more you kill the higher the score you achieve, there are health packs and weapon pickups throughout the level to aid the player.

Design Process

This prototype like the first, started out as a base prototype given to us to improve, so i decided to go for a space themed shooter. The ship can pickup different weapons(Lazer, missile, machine gun) to help the player.

Development Process

I found this prototype the easiest to create as i had already learned how most of the mechanics would be implemented through creating my older prototypes, i really enjoyed creating this as it allowed me to experiment with enemy AI and how i could use different methods to make the enemies fly toward the player in different patterns/waves. I used two methods to do this, the first being the animator within unity which was the easiest method but also the least professional, the other method was to calculate a bezier curve and using those points make the ships fly to each curve point.

CONTACT

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