
Action Platformer Demo
Unity, C#, Corgi Engine
Prototype demo of an Action Platformer made using CorgiEngine, Unity and C#.
Co-developed with Elwin Xu, this short project includes 2 hand-crafted levels and focuses on engaging character movement, interesting level design and fleshed-out boss Finite State Machine (FSM) behaviours.
Player Controller: Built ontop of the existing CorgiEngine behaviours (Composite Design) to give player character more smooth, fast-paced movement (dash, 3-hit melee attack) using FSM, Coroutine and Raycast Collision checking.
Enemy Controller: Enemy mobs were expanded on to include more behavioural patterns (ie enhanced patrol range, attack variety, Raycast to check player in range).
Boss FSM: The inbuilt AI brain system was expanded to allow for a greater variety of Decision Tree decisions (ie multi-decision, decision randomisation, etc), stun gauge and stun resistance, and a cooldown manager was implemented.
Using CorgiEngine’s custom inspector and AI Brain, constructed 2 bosses (and several mobs) with detailed decision trees.
Through Unity animator, boss hitbox range and active status was mananged.
Unity Timeline: Used Unity Timeline with Signals/Receivers to implement cutscenes and dynamically interact with code.
Also used Observer pattern and delegates to notify UI elements, Enemy Manangers for Mob kills and Player Deaths.
Credits:
Arcade Music Loop - joshuaempyre