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Combine stealth and dexterity to escape from the space station!

This is a First-Person Shooter (FPS) project that aims to put my shooting and stealth game skills into practice.

 

This project is based on a mission, in which the player is a kind of spacial hunter whom some space pirates have captured and you will have to scape from there. 

PLAYER DESCRIPTION & MECHANICS

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We are special hunters who aim to search for living forms on other planets. On his way, he was intercepted at a notarise station by pirates.  Here you have the main mechanics:

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  • Ranged shooting with different weapons

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  • Double jump

  • Use of hook mechanic that allows rising to different points

  • Protection protects from enemies' weapons.

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ITEMS & POWERUPS

  • Space suit. 

  • Gun weapon. 

  • Submachine gun weapon.

  • Rocket gun weapon

  • Life restores pickup

  • Key Red pickup. Open red door

  • Key Blue pickup. Open blue door

  • Key Purple pickup. Open purple door

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SCENE DESCRIPTION

The scene is still in the process of being developed and implemented correctly. The purpose is to build a station in the middle of the space so the character can use stealth and dexterity to pass through different platforms to reach the exit.

This design is focused on offering the player a sense of vertigo and moderate tension. 

LEVEL DESIGN DETAILED

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ENEMIES & BOSS BEHAVIOR

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There are two completely several types of enemies, but both share similitudes.

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  • Patrol State. Enemies will move to certain waypoints that we assign to them.

  • Alert State. Enemies will follow and attack the player.

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The patrol behaviour also has a range radius in which, when the player enters, they switch to alert and follow the player.

 

In the alert state, they maintain that radius and when the player gets far enough away, they revert to the patrol state. 

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  • As soon as it becomes alert, the first enemy follows the player until its collider comes into contact with the player's collider, it explodes, and the object is destroyed.

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  • The second enemy directly follows at a distance from the player blasting both cannons. 

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To detail this behaviour to the programming team, I made a flowchart where the logical structure of the mission can be visualised. 

ENEMY 1 TYPE

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ENEMY 2 TYPE

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FINAL BOSS

At the end of the level, I designed a different pattern for a boss with nothing to do with the previous ones.

 

To design it correctly, I had special care with the space where the player would have to face him. Due to its behaviour, it was preferable not to make it too small but not too big. 

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This powerful enemy shoots while keeping a look at the player. It has a weak point in its head; when it feels tired, it will hide on his head and spawn enemies.

DO YOU WANT TO PLAY?

I have made a build version of the prototype playable. Remember to have Windows as your operative system. 

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