Arcane Waters
Worked as a freelance developer on a Pixel MMO in Unity, from Dec 2020 - Dec 2022.
The team works remotely, from all around the world.
This project improved my ability to manage and prioritise between many tasks at once, taught me a lot about networked game development, and gave me experience working on a large, established code base.
Project Contributions
Development of networked gameplay features.
Implemented art assets provided by artists.
Worked in an established code base, extending functionality and fixing bugs.
Implemented pvp game modes.
Found and fixed a memory leak.
Pvp Game Modes
Created pvp games, handling joining of games, assigning of teams, win conditions.
Implemented a MMOBA-style game mode, and a Capture the Flag game mode.
Implemented structures for pvp: Tower, Shipyard and Base.
Implemented scoreboard UI panel, and tower health panel.
Hookshot
Aimed skillshot with charge-up.
Traversal method for puzzles and exploring.
Sea Mine
Explosive barrels detonate when enemies move into range.
Explosions chain to other barrels, and push nearby entities.
Harpoon
Hook attaches a rope to an enemy entity.
Entities can be pulled around, too much tension will break the line.
Powerups
Added ten unique powerups that can be acquired in sea combat, with five possible rarities.
All powerups support interaction with one another.
Implemented powerup display panel, to show current powerups, and their descriptions.
Powerup orbs visually display what powerups an entity has.
Ship Combat
Revamped our linear ship attack with improved collision detection, arcing motion, and an aim indicator.
Implemented special ship abilities with unique aiming and firing styles.
Implemented knockback and vacuum projectile effects.
Added a dash ability allowing the user to dodge enemy attacks, with an extra speed boost if well-timed.
Added functionality and icons for the status effects: Slowed, Stunned and Burning.
Implemented aiming method for AI ships, which will attempt to follow the player, but not lock on to them, can be dodged if well-timed.
Combat Colliders
Felt colliders were inaccurate in sea combat, so investigated our current system.
Colliders were being auto-generated from the shape of the ship’s sprite.
Updated colliders to match the shape of the ship’s base, to avoid situations where enemy attacks are hitting the ship’s sails, and other weird collisions.
Perks
Implemented Farming, Mining and Trading perk tree effects.
Set up systems to award players with items after selecting perks.
Set up systems to remove perk-awarded items when perks are reset.
Guild Map
Added ability to create a shared ‘home’ area belonging to your guild.
Added shared guild farm plots.
Expanded farming mechanics to work with multiple people present.
Auto-complete Panel
UI panel shows possible auto-completes for chat commands.
Commands have tooltips, and can have auto-complete options for parameters.
Commands are auto-filled when selected.
Auto-farming
Allows players to interact with a farm plot by simply running over it with the correct tool equipped.
Speeds up and simplifies the farming process for users who want it.
Revamped Spider Webs
Allowed webs to bounce the player to any destination location, with the ‘animation’ adapted dynamically.
Allowed webs to be ‘linked’, so if their destination is on another web, the player will bounce across them back-to-back.