Trapped

Trapped is a sidescroller shooter about an outbreak of an unknown virus. Players start off as an ex-researcher, killing these infected to escape from this underground bunker.

Made for Game Project Studio 1 (GPS 1). || Theme : Zombies, Shooter, Shoot ‘Em Up, Platformer, Pixel Art.

More details and playable prototype here : Trapped Game

Trapped is a sidescroller shooter about an outbreak of an unknown virus. Players start off as an ex-researcher, killing these infected to escape from this underground bunker.

This project as it goes through a lot of scene or new level, it will get destroyed. How we fix that is by using DontDestroyOnLoad but as the game have a lot of features, I need to improvise a bit by optimizing some codes. Such as the AI,, we using pointers to calculate the distance from the monster to roam, change the body, etc. So what I did is by optimizing some of the code to remove some by using game pattern that has been taught by the lecturers. 

Game Pattern I used to optimized the game mostly is  Singleton and Flyweight.

As the game used less audio, I was tasked to make an audio manager that can handle all the application for the game. The game audio can be used anywhere in the code as it is Singleton. Other developer can use an instance just to call the audio by that is stored in a list.

Some of the AI such as roam, active and attacked was using pointer so that it calculate based on the distance of the player. This was done with other developer guidance and lecturer. The AI also will be played based on the animation sprite so it won’t run on a different animation when activated. This was the conflict happen when developing the AI for the game.

As the game was progressed fast. Some of the animation task was not handled by the person. So I took the task and make sure the animation play based on the player and enemies created by the artists of the team.

Conflict I had implementing the animation was the anchor point was wrong. So by using Photoshop I fix the anchor point for most of the wrong anchor point in the animation gave by the artists.