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A group of characters standing in a circle while aggressive dogs approach.

CCircle Survivors

UnityC#ShaderGraph

Disclaimer

Work-in-progress Development. The project was started on the 21th of January. The goal is to first develop a minimal showcase prototype, experimenting with ideas and concepts on the way. I try to update regularly when new versions are finished. The project can be found on GitHub.

Project

Singleplayer game with survivor-like mechanics and combat that is based on moving and rotating a group of characters. Developed with Unity and C#. 3D models created and provided by Fabian Letter.

Background

To deepen my skills in developing interactive 3D experiences, I started development of a game prototype that resolves around controlling a group of characters in combat. The idea started as survivors-like-clone with the twist of a defense ring of multiple characters. Concept and game design is done in collaboration with my brother Fabian Letter, who also designs the models for the project.

Idea

The player controls the group of characters in an isometric perspective. Each character attacks autonomously enemies in their range. As their cone of enemy-detection is limited, the player needs to turn the circle in order to trigger attacks. Further, characters provide reasons to tactically turn them towards or away from approaching enemies:

  • Ranged characters need to reload after each attack and are unable to attack in that time window.
  • Melee characters have attack patterns which incentive the saving or use of a charged special attack.

Starting with a single character, the player can collect more members for the group of characters that can be found in a procedurally generated world. The characters of the group form a defensive circle, standing back-to-back.

Features

Short overview of the currently implemented features of the prototype.

Gameplay Basics

  • Player Controls
  • Pickups
  • Game States
  • UI
  • Sound Management
  • Level transitions

Autonomous Characters

  • Aiming and Turning
  • Executing Attacks
  • Resource Management
  • State Management

Development Highlights

  • ShaderGraph Custom Effects
  • Algorithmic Map Generation
  • Modification System, global and local
  • Tutorial Conditions System
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