Agile Assessment Project

A third person hack-and-slash puzzle game made in the style of Furi made in Unity for Windows and WebGL.


About the game

A small project that was a requirement to enroll in the Agile game development class at JCCC. The agile development and game capstone classes are a year-long commitment, where you work together in a team of student game developers. The project was designed to be a requirement to show that each student could handle their own responsibilities while working in a team.

I took some inspiration from a game I was playing at the time, Furi. It's a top-down hack-and-slash bullet hell boss rush game. I was playing through the game and realized that I could replicate its camera/movement system and it would still qualify for the requirements of this project. When the player is moving, the direction is changed relative not to where the camera currently is facing, but instead to where the camera was facing when the movement input was first held. This means that the player will still be moving in the same direction regardless of the camera changes/transitions, granted they don't let go. The gun system is also straight from Furi, where the arrow keys or the right joystick controls the moment and direction of fire, not a button or trigger press like most other games.

Requirements for the project:

    Here is the list of requirements that I was tasked to fulfill for this project.

  • Create a survival game that uses fixed camera angles
  • A minimum of three rooms
    • At least two rooms will require camera angle changes
  • Create a minimum of two scenes
    • Main menu
    • Game scene
  • The player can go between the scenes as needed
  • Allow the player to move around the game world
  • The game world must be well constructed and appealing
    • Not just white cubes for all objects
  • All characters must be fully animated
  • The player can collect at least two items
    • Each must have a use to solve a puzzle
  • Players must have access to some kind of weapon that can harm enemies
  • The Player can save and load their progress
    • Collecting item X means that item X is in the inventory, not the world
    • Puzzle X has been solved, therefore the player does not need to resolve the puzzle
    • Enemy X is dead, and stays dead
  • This assessment must be submitted as a build

Controls:

    Both keyboard (no mouse) and controllers are supported

  • WASD/Left Joystick: Movement
  • Arrow Keys/Right Joystick: Fire Weapon
  • Space/Button South: Jump
  • ESC or i / Start or Select: Menu
  • Enter/Button South: Menu Confirm

My contributions

I created the whole project by myself in about 2.5 weeks. All code and unity files I created myself unless otherwise stated. I utilized some basic free art assets from the Unity asset store and a few other places. All of the assets or code snippets that I did not create are credited in-game and are accessible from the main menu under credits.


Downloads