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Circuit Breaker

A 3D Robot Fighting Game based on the Nintendo game "Custom Robo"

Project Info

Project Goal

To Create a 3D fighting game that felt like a mix of Custom Robo and the Super Smash Bros series.

Project Role

My role in the project was the Programming Lead

Tools Used
  • Unity

  • C#

  • Visual Studios

  • Jira

  • Unity DevOps

Target Platform
  • Windows PC

Duration

10 months

Languages

C#

Team Size

15

My Role

Lead Programmer

Circuit Breaker was a Capstone project for me to get my degree in Game Design. Our creative lead initially pitched the game in November of 2023, and in December, our team was picked out and our roles were assigned.

 

I requested the role of Lead Programmer, and it ended up being the role that I was assigned, and we would start development in the spring semester. In the time between the fall and spring semester, I created our camera system, our input system, and our basic movement mechanics.

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Through the spring semester, I would go on to implement many more mechanics, such as the combat system, the tool system for us to create additional characters, and many of the secondary systems that are specific to the individual characters.

I have had a major part of many of the more complex systems of this project, but the two biggest systems that I worked on were the procedural generation system, where one of our levels has the obstacles and other elements randomly generated based on rules that we define, and our movement system.

While our level designer was the one who decided what elements can be adjacent and what can't, I created the entire system to be able to follow those rules and generate a level accordingly. 

as for our movement system, that was challenging to make feel the way it currently does. most people i have shown it to assumed that it was physics based movement, as that's how it looks and feels, but rather we are using Unity's Character Controller component and using scripted movement that has been heavily tweaked and refined to make it feel like a physics based movement was used.

As we came closer to the end of the project, I took more of a backseat with the programming, really letting the others have a chance to stretch their legs when it comes to programming. Our designers were getting more comfortable with programming, so I spent most of it working on things too complex for our designers, such as ray casts for our item placement system and some more difficult attacks for our third character. I also helped them with their code when what they were working on proved a bit too difficult, mostly by nudging them in the correct direction to fix their problem.

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