Don't Walk By



Description

Don't Walk By is a game that was developed as part of a large cohort for the Commercial Games Development final-year module of BSc Games Technology to a professional standard according to a specific brief.

The cohort was split into smaller teams, each of which were tasked with the development of different game mechanics and features.

The aim of the game is to direct NPC pawns towards an exit position from the level entrance. In order for the pawns to reach the exit they must avoid obstacles that stand in their way. By attaching abilities to the NPC pawns the player is able to direct the pawns towards the exit position and out of the way of danger.

My team was assigned to the creation of the abilities that are attached to the pawns to allow them to navigate to the exit of the level.

My Contributions

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Pawn using phone ability

Phone Ability

My main task was the creation of the phone ability which adds functionality for removing the hazards positioned throughout the game’s levels.
The ability involves detecting all hazards within a specific radius of the assigned pawn and targeting the closest to the pawn’s position. It then spawns a vehicle which drives to a specific position in the scene, which spawns a service pawn which uses AI to navigate to the targeted hazard and remove it.

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Spawned Service Pawn

Service Manager

I was responsible for the creation of a service manager, which is used to manage the
spawned service pawns and the vehicles that they are spawned from.
The service manager
handles multiple service pawns in the scene, ensuring that all services pawns of a vehicle’s
type have returned to the vehicle before it drives off screen.
It also handles the spawning of
the service pawns, ensuring that service pawns spawn at an existing vehicle if one of that
type already exists within the scene.

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Spawned Service Vehicles

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