As the lead programmer at Rad Software for 7 months I got to work on many prototypes, one such being Dereliction Sweep. This prototype was built out into a full vertical slice in 3 months using a team of 6 members.
Fog of War
By creating a procedural mesh showcasing the field of view of the player. Then adding this new seen area into a texture2D holding the alpha values of what has and has not been seen. I was able to then display this resulting texture2D as a fog of war over the minimap.
Designer Tools
To manage the enemy spawning behaviour for clearing out a room of enemies I implemented a three step process: select the spawn points, indicate which doors you would like to close, and input the number of waves you would like. This streamlined process lead to extreme efficiently in our designers ability to create new encounters.
Finite State Machine
To achieve the enemies attack and behavior pattern I utilized Unity’s animator as visual state machine allowing me to manage all transitions, animations, entry and exit behaviour all from one visual window.
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