Enter the Gungeon: Replica Project
ROLE
Personal Project
DESCRIPTION
This was a personal project in the Unity Engine. Used this project as a means to expand my knowledge and include things I have never included before, things like smart aiming, weapon switching and passive items. It has been completed as of right now, but I might come back to it to develop it further
Completion
September 2022
GENRE
Top-down Shooter
Engine
Unity Engine
Mechanics
Mouse Aiming
This is a little showcase of the mouse aiming. This was my first step of making the core mechanics to my Enter the Gungeon Replica Project. It tracks the mouse's position on the screen, and translates the position into the world with a ray cast, the ray hits an invisible plane and rotates to the hit position.
Movement
This is the Movement of the player character. The player doesn't move like you find on a Unity tutorial video, as some testing found that the player would clip into the seams of the collision between objects. After some searching, I found that the Unity way doesn't tell you that it's own movement method doesn't take physics into account that well. Knowing this, I decided to instead use the rigid body's velocity and use that to move around instead, which isn't advised but is a much better solution.
Predictive Aiming
This was possibly the hardest mechanic to implement in the whole of the project thus far as it held the one thing that I had been dreading.....MATH. This uses a thing called quadratics, in simple terms, it takes both you and the target into consideration, as well as the targets speed and the bullet speed, mainly used for bullets that aren't instantaneous, which is well over half of the bullets used in Enter the Gungeon. This will only be used on the AI of the enemy veterans, so it will see limited use, but it will still be good to have.
Blank + Armor
The Blank and Armor System is a bit more complex than I am used to, but it nonetheless works as intended. It looks for any object with the tag 'Enemy Bullet', and summarily destroys it. This is called by either the player or the enemy, with blanking being done inside the player whilst the armour damage is done inside the enemy bullet.
Active + Passive Items
The Active and Passive Items were difficult to implement, not for the passive items but the active items. As you can only hold one, it is a bit more complex and is done similarly to the weapon system, the weapon system itself is not wholly mine so I can't take credit for it, but the Item system is mine as it is far enough removed from how I did the weapon system.