Operation Starfall is a 2.5D metroidvania couch Co-op game based on the style of the 80`s Saturday cartoons. This project is in development by Neon Origins.
In this project, I am developing and upgrading game mechanics. Additionally, I served as a game designer for one sprint and took on the role of Scrum Master for two sprints.
During this project, I learned how to work in a professional environment, optimizing and designing gameplay. As a result, my overall C#/Unity skills have improved significantly.
My colleague and I collaborated on developing a feature that would allow players to control a drone. The concept revolved around the player 'hijacking' and controlling the drone, creating the sensation that the player's 'weight' was connected to the drone. Our aim was to make the drone control both immersive and enjoyable for players as they navigated the skies.
Steering Behaviour
When changing the drone's direction, it doesn't immediately shift to the new course. Instead, it responds to the mass of the controlled object, causing it to sway and adjust gradually. This feature enhances the game's realism, providing a dynamic control experience for players.
Old Sawyer drone
Reworked Sawyer drone
My first project at Operation Starfall involved improving an existing enemy drone in the game. The original drone, created by a former team member, felt sluggish and posed little threat to players. To address this, I reworked the drone's scripts, collaborated with another developer to create a new script, and enhanced the enemy drone's performance, making it a valuable addition to the game. I also made significant changes to the enemy's state machine using a custom editor window. Through extensive testing, including user feedback, we achieved a satisfying result.
To facilitate the work of future developers, I designed a base enemy prefab. During the prefab creation process, I also took the opportunity to develop basic ground and flying prefabs. Furthermore, I transformed the existing enemies into variations of these prefabs, streamlining their development and ensuring consistency in the game.
This is the base prefab I created with all the essential scripts that would be needed for creating a new enemy.
Here, you can see the prefab of the Sawyer drone that I converted into a variation of the base prefab