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Curved-Rail Shooter

This game was an experiment in design by iteration. I went into this project without an initial goal, and played around with mechanics until I found something I liked. I wanted to create a simple shooter that had the player move in an unconventional manner, in this case around the interior of a circle.

Circle Shooter Icon
When implementing the shooting mechanic, I stumbled upon another idea. In most shooters, You usually fire and forget. There is no interaction with the projectile once it leaves your gun. I wanted to give the player some limited control over their bullets after they shot.

Playing off of this idea, I tried several other things with the bullets: enabling the player to charge them, a shot that could split into multiple bullets, and even one that could change speeds while in the air. I went back to the original method for this game, but some of these mechanics would make for some interesting power-ups, were I ever to revisit the project.

I felt simply firing across the middle would be too easy, so I introduced some obstacles. They originally spun on their own, but I changed it so that the player can shoot them to get them to spin, slow down, or change directions. To prevent too much bullet spam, the bullets will explode, and increase slightly in size when they do so. This prevents the player from firing too quickly. I also gave each player a shield that can be activated by pressing both directional keys. They are protected from bullets at this point, but are unable to move or fire back while doing so.


Circle Shooter Icon
This game was created as part of a group project my sophomore year along with 4 others. As lead engineer on this project, I developed the framework of the game and also helped implement the different art and sound assets into the final project.

Clash is a two-player game, resembling Asteroids, that simulates the experiences of problem solving and teamwork. Players can attack by hitting enemies, or each other, with the front of their avatar, but are vulnerable from the back. Different types of enemies each represent a different type of problem. Some get bigger if left alone, others can only be dealt with by one of the players, some need precise timing, and other smaller problems should just be left alone.

If one player takes too much damage, the other player can attempt to revive the other player by bumping against the other player's avatar. This costs the living player some of his points, however.

We wanted to let the players choose how to play the game. They can work together with their partner, overcoming obstacles and helping to increase both of their scores, or they can even work against each other for a time to prevent them from getting a higher score.