Role: Gameplay Designer and Developer
Team Size: 1 (Solo, Synoptic Project)
Development Time: 2 Months
Tools: GitHub
Languages / Engine: C#, HLSL, Unity
Game Genre: Third-Person / Hack-and-Slash / Unique Camera Mechanics
What if the player was a separate entity from their in-game character in a third-person hack-and-slash ?
Replica explores the relationship between the player camera and 3D character, introducing unique game mechanics between the two.
Possess different enemies with your camera, freeze time to attack with your UI and mouse, make the character throw(!) the camera at enemies!
With this game I wanted to explore almost "4th-wall breaking" unique dynamic in combat, and I would love to explore this game in the future to add a narrative dynamic between player and character.
Movement and Snow Ground Shader
I've developed smooth movement for the player, with snappy energy-consuming dashes in any WASD direction relative to camera perspective.
To emphasize player movement on the ground, I developed an interactive snow shader which reacts to player collisions and disappears over time. During player dash, the snow leaves a unique dotted footprint.
In the near future I would love to implement different shaped foot-marks during dash action, for more visual flaire.
Enemy Possession Ability
One of the main player abilities for Replica was enemy possession.
Once enough energy is gathered, the player camera can possess and switch between enemies, while the player character acts on it's own, attacking any foe nearby.
Boss Battle and Future Ideas
I have developed a very rushed boss prototype for this synoptic project. To emphasize the enemy possession ability, I designed a snake/worm-like boss, which enters different stages, splitting into separate parts.
In the future I would love to 3D model my boss design and implement it in the game.
