GOING HOME
Trailer
Going home is a strategic, 3rd-person, 3D, tower defense game that requires the player to defend the teleporter. After every teleport, the teleporter breaks down. In the meantime, local inhabitants are strangely agitated by it. Thus having the player to defend the teleporter for a set amount of waves till it fixes itself.
SUMMARY
MY FEATURES DONE
Audio Manager (Master, BGM, SE), Character Skills & Information, Saving & Loading of Character Information, Level Design of Stages 1 & 2, Character Companion, Highscore Board, Particle Effects, Buffs & Debuffs.
MY KNOWLEGDE APPLIED
Spatial Partitioning, Inheritance, Audio Manager, Scene Graph, Force & Impulse, Unity particle effects.
MY EXPERIENCE
The duration Right before the Studio project start date, my programming group was suddenly assigned to a group of game artist. In order to cooperate with them, we needed to learn how to work with game engines that they are already familiar with. Therefore, resulting in the use of Unity.
We have no prior experience in using Unity for 3D game projects or side assignments. However, the learning process did not take too long and we managed to successfully create a working prototype only a tiny bit behind schedule.
The game features were all completed ahead of our predicted planning timings and we were able to finalize the game in time.
OUR DISCARDED FEATURES & IDEAS
Spatial Partitioning
even though it was implemented in the game we had no time to use the feature to its full potential, thus scraping the feature to save computing power.
Level of Detail
The artists have already been burdened with lots of art assets and animations to be provided to us. Adding this feature will definitely time the amount of work for them by at least 3x.
Cross-platform
Although we do have a working mobile version of this game, its controls are still very buggy as it was done in a day without polishing.
Key-Binding
While learning to use Unity3D, we missed out the already in build input manager that it has. Thinking that we had to design our very own input manager, we decided that it would have taken too much time and scraped the idea.
MY SOFTWARE USED
Unity3D (C#), Visual Studios 2017, Autodesk Maya.
REFERENCE IMAGES



