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Back To The Dungeon Portfolio


Hi! I'm Hyeonseo. I'm happy to start our first project when i was 21. I was really satisfied to come up with a fresh new idea and make that into my code on my own. We have had a lot of success and learned a lot while falling down, getting back on out feet. I will use this experience as a springboard and go further.

Developer

Our Game

Game trailer - Youtube

Back to The Dungeon Trailer

Downloads

Genres

2D platformer shooting

Platforms

Development kits

We've used C# and Unity game engine.

Periods

  • 2021-08 ~ 2022-04 (about 9 months) - main development and build for the pc version
  • 2022-04 ~ now - build for the mobile version

Contribution

Enemy Detection

  • I built AI with Unity function. That is Enemy Detection.
  • The enemy can detect player, cliffs, and walls.
  • Even if the enemy detect the player, you do not chase if there is a wall in between.
  • Also, the enemy does not give up chasing for a certain period of time, even if the player hides behind the wall.

EnemyDetection_detect the cliffs EnemyDetection_PlayerDetection

Movement

  • PlayerMovement

    • The player can use long jumps and double jumps.
    • The player can also move from side to side and jump down.
  • EnemyMovement

    • I used the FSM.
    • I built the basic movement of the flying enemy, the basic movement of the walking enemy, and the chasing movement of the enemy.

    BasicMovement

Trap

  • Falling Platform

    Trap_FallingGround

  • Passable Platform

    passableTile

  • Moving Ground Trap

    Moving Ground

  • NonLinear Movable Spike

    Trap_NonLinearMovableSpike

  • Linear Movable Spike

    Linear

Utility

  • I studied the movement of soft objects.
  • I contributed to smooth object movement by solving the equation of the Bezier curve by coding and adding it to the Utility.
  • My vezier formula is incorporated into many elements of the game.

Enemy Skill

  • Big Ball Skill of Wizard

    BigBallSkill

  • Bounce Ball Skill of Boss

    BounceBall

  • Sickle Grab Skill of Boss

    SickleGrab

  • Smash Skill of Boss

    BossSmash

UI

  • Ending Credit

    Ending

  • LevelSetting

    I used "dispose pattern" to manage the data, and I used "using" to call the data in a temporary space and delete it automatically.

    UI_LevelSetting