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Magiland

Project Context

This project was created as part of a student assignment aimed at exploring and experimenting with the Unity engine. The goal was to work as a team and implement a complete development pipeline, including code management through GitHub and proper Unity project structuring.


Game Pitch

The game is an arcade FPS where the player takes on the role of a sick elf who has taken too many medications and is experiencing a huge nightmare. The main idea: fast-paced combat, an interchangeable weapon system, and a simple yet effective gameplay loop.


Gameplay & Features

Movement

  • Smooth physics-based movement.
  • Supports both keyboard/mouse and gamepad.

Camera

  • Mouselook system with separate pitch/yaw controls.
  • Compatible with the right joystick.

Weapon System

  • Each weapon has different:

    • sounds
    • stats
    • animations
    • shooting mechanics
  • Bullet collision system to prevent projectiles from passing through obstacles.

  • Ability to switch between multiple weapons.

Enemies

  • Enemies with various:

    • sounds
    • stats
  • Automatic movement toward the player.

Spawn System

  • In-game spawn zones.
  • Predefined spawn frequency.

UI

  • Pause menu.
  • Game over screen.
  • Health points display.
  • Gameplay hints.

Technical Specifications

  • All assets are hand-drawn.
  • Scriptable objects used for managing stats and database lists (such as weapons).
  • Singleton pattern for controllers and DontDestroyOnLoad to persist data between scenes.
  • Use of events for efficient communication between multiple objects.
  • Responsive UI.
  • Fully functional build and deployment.
  • Inspired by the game Mouse.

Game by Methil

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