Simple FPS Game Project
Budget: $30 – $250 USD
**Overview:** Using scripts from class and assets from the asset store, you will create a your own original version of a game level for a space station. The game should demonstrate a technical understanding of the scripts in class as well as how they are integrated into the Unity editor. You are responsible for debugging and understanding any and all code errors and making sure your game runs error free. It is not necessary for you to eliminate all warnings in the editor, just the error messages.
**Scripting**
This assignment is intended to get you familiar with the basics of game scripting and correct syntax, as well as good commenting and readability. Though this assignment is about learning basic programming concepts more so than it is about and architectural structures, your script should shown good visual organization, sensible and consistent naming as well as commenting where necessary. The goal is clean readable script files that make it easy to locate information. You are mainly learning how to assemble pieces and get a prototype working in any way possible. The goal is for you to have a working game level that allows you to play through basic game play mechanics, and that later could be restructured into a more properly structured and organized code base.
As you script and assemble your game, use the scripts that you have been shown in class, but feel free to explore tutorials and other material to expand your understanding of C# and Unity. There are many ways to do things, in depending on your level of comfort with scripting you may wish to use more efficient and sophisticated methods. In doing so however, remember that making your game function properly is of primary importance, so do not get derailed in trying to use more complex methods where a simple technique will suffice. It is very common in rapid prototyping to piece together many disparate elements of code and assets in order to get a concept working, and to later start over and rebuild a game separate from its working core playable in order to better organize and structure concepts. In future assignments, we will examine better organizational methods and techniques- for now your focus is on functional implementation.
**Technical Feature Examples**
You should include as many of the technical features in the examples below as you can. Note that you are not limited to the specific features below, and going outside of what you have been shown in class is the way to the best grade.
**Level Design and Prefab Building**
- A structure of corridors and hallways with stairs, multiple rooms and doorways.
- A space station Skybox with an appropriate outer space texture
- Multiple props ro navigate, such as spaceships, consoles or similar
- Appropriate lighting and materials
**Interactive Triggers: Key Pressed, Area and Collision Events**
- An object that may be interacted with via a keystroke, such as console that turns something on or off
- Doors that open when a trigger area is entered, and close when the player leaves
- "Keys" or codes required to unlock one or more doors
- A console or object at the end of the level that must be “shut off” in order to win (causing turrets to stop firing).
- Bullets that hit objects and do something upon collision
**Scripting based motion or animation**
- Turrets that rotate to follow the player
- Turrets that fire missiles at the player and do damage to the player
- Doors that slide open when activated
- One other object in the level that moves
**Scoring or Health Modification**
- The character should have a health total that can be modified
- The character will be “killed” at zero life health
- Health pickups along the way will return health
- Give pickups that increase speed
GO TO SPACE STATION FOLDER- there are the scripts I tried to develop and the prefabs I wish to use as well.
**Scripting**
This assignment is intended to get you familiar with the basics of game scripting and correct syntax, as well as good commenting and readability. Though this assignment is about learning basic programming concepts more so than it is about and architectural structures, your script should shown good visual organization, sensible and consistent naming as well as commenting where necessary. The goal is clean readable script files that make it easy to locate information. You are mainly learning how to assemble pieces and get a prototype working in any way possible. The goal is for you to have a working game level that allows you to play through basic game play mechanics, and that later could be restructured into a more properly structured and organized code base.
As you script and assemble your game, use the scripts that you have been shown in class, but feel free to explore tutorials and other material to expand your understanding of C# and Unity. There are many ways to do things, in depending on your level of comfort with scripting you may wish to use more efficient and sophisticated methods. In doing so however, remember that making your game function properly is of primary importance, so do not get derailed in trying to use more complex methods where a simple technique will suffice. It is very common in rapid prototyping to piece together many disparate elements of code and assets in order to get a concept working, and to later start over and rebuild a game separate from its working core playable in order to better organize and structure concepts. In future assignments, we will examine better organizational methods and techniques- for now your focus is on functional implementation.
**Technical Feature Examples**
You should include as many of the technical features in the examples below as you can. Note that you are not limited to the specific features below, and going outside of what you have been shown in class is the way to the best grade.
**Level Design and Prefab Building**
- A structure of corridors and hallways with stairs, multiple rooms and doorways.
- A space station Skybox with an appropriate outer space texture
- Multiple props ro navigate, such as spaceships, consoles or similar
- Appropriate lighting and materials
**Interactive Triggers: Key Pressed, Area and Collision Events**
- An object that may be interacted with via a keystroke, such as console that turns something on or off
- Doors that open when a trigger area is entered, and close when the player leaves
- "Keys" or codes required to unlock one or more doors
- A console or object at the end of the level that must be “shut off” in order to win (causing turrets to stop firing).
- Bullets that hit objects and do something upon collision
**Scripting based motion or animation**
- Turrets that rotate to follow the player
- Turrets that fire missiles at the player and do damage to the player
- Doors that slide open when activated
- One other object in the level that moves
**Scoring or Health Modification**
- The character should have a health total that can be modified
- The character will be “killed” at zero life health
- Health pickups along the way will return health
- Give pickups that increase speed
GO TO SPACE STATION FOLDER- there are the scripts I tried to develop and the prefabs I wish to use as well.