Gameplay

Use your mouse to move, click the left button to start moving the collimator, and right click the center of the collimator to toggle the static mode. Left click to use the laser gun, designed to attack spaceships when your collimator overlaps with them. You can slide the wheel to zoom in and outThere are four different values of enemies in total, when they turn red you need to attack again. If you have 120 points by the end of the countdown then you win, otherwise the Earth will be invaded, so please report to Area 51 at 8am on 2.17.2025. I'll teach you how to use the laser gun.

SubmissionForm https://docs.google.com/document/d/19XWjkIvDY4bVvKb1YGXnKFIrYhJ4RxPp3I2uJrd7Uq8/...

demo videohttps://drive.google.com/file/d/1ka7SILuZuNumK5CngjbrvZC1yo2cnc-J/view?usp=shari...

github:Artoria-cpu/EGAM102-01 at mouse-jam

Lecture Details

I made two state mechanisms, one for your gun, and your gun can be categorized into a moving mode and a stationary mode. In mobile mode, your gun can move around as much as you want, but it is affected by inertia. In static mode, your gun will shake slightly. Most of your enemies are also categorized into three modes using the state  mechanic, with a normal movement mode, an acceleration mode that is triggered by being attacked once, and a death mode where the acceleration mode is attacked


Design Details

To make the game more interesting and balanced, I designed a wide variety of enemies. There are large enemies, medium enemies, small enemies and one time enemies. Because each enemy is differently difficult to kill, they have different scores to be fair. For example, a large enemy will not have a high score because it is easier to shoot and slower to move. Whereas a small enemy is smaller and moves faster, it scores high. One at a time enemies only need to be killed once, so the score is not too high. Different enemies are different sizes and move at different speeds in different stages. There will be sound and image feedback when the player shoots, and sound effect and particle feedback when the player successfully kills the enemy. And if the player fails to hit an enemy, there is no feedback. I've iterated the game a total of three to four times, and each time I've fallen down I've modified some of the handling and difficulty and even the mechanics. For example, the fourth iteration changed the attack from right-click to left-click for ease of experience, as the index finger controls felt better, and also added zooming. And this was also my first time using state mechanic and my first attempt at making a first person game.



Published 4 days ago
StatusReleased
PlatformsHTML5
AuthorArtoria
Made withUnity

Comments

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i love how the aim is offset from the mouse thats so clever