I have been coding within the Unity Integrated Development Environment for over 6 years. Over these years, I have developed a great efficiency within Object Oriented Programming, along with the Component usage within the IDE. I have lots of projects over a thousand lines of code within multiple scripts, but one project I would like to highlight is the Gladiator Game project I made. This game involves entering an arena as a gladiator, and battling an intelligent AI that can circle you, parry you if you swing too close, and fight back at optimall times. An example of the arena combat is shown here:
However, the combat does not end with just one opponent. The AI is also trained to fight with multiple different opponents, and spaces out within the arena to keep an appropriate and optimal distance between all contenders. An example of another AI being added to the battle is shown here:
Finally, in order to show that the components are truly object oriented and the AI is able to handle diverse combat scenarios, I added 5 different AI enemies for the player to enter combat with. This scenario is shown here:
Another game example that I would like to highlight would be an open ocean swimming survival game. This game involves diving and surviving off of the glowing flourescent fish that swim in the depths. However, there are also anglers in the water with the same flourescent light in order to lure you in close enough to eat you. These anglers follow a snake like movement pattern, where each section of their body tracks the motion of the body part in front of it to mimic its movement in real time. This is done to create the illusion of fluid swimming from the predator, where each of the parts are procedurally animated to create more immersion. An encounter with the Angler is given in the pictures below:
The final game I would like to showcase would be the tactics game that I am currently working on. This game involves the player moving around the board with a set tile movement range within a turn-based combat system. This game has attack patterns based on specific tile patterns relative to the player, and survival elements based upon the combat and external gameplay. The first iteration of the game board and player movement is shown here: