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A Monster

Made in Unity • Retro SHMUP • Solo

Stylised shoot 'em up and boss rush. Contains  2.5D world hub, narrative driven by unique characters and unique, choreographed fights with story beats.

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Reflection

The role script classes can play as data structures - especially when considering larger projects  - can not be understated. A single BattleSequence.cs class supports the creation of class instances such as the Merchant, King, and Teacher's battle sequences. Wave counts, hazards, spawn behaviours, dialogue, sound effects, etc are all customisable by the designer.

Not only does instancing game mechanisms as class variables make them more readable, but it also supports its variation and repetition in continued development. 

I believe dialogue is one of the best tools for proper worldbuilding. When executed well, it breathes life into a game making it feel relatable and in turn real. 

I'm very conscious of this when writing character dialogue and in this game's case I designed dialogue to be the cornerstone of gameplay. In every battle, the opponent talks to the player throughout and expresses their reactions to all events. This dialogue creates motivation, charm, and story direction - the flair that makes a game memorable. 

© 2022 Aidan Smith

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