top of page
Shipwreckers6_pose1.PNG

Shipwreckers 6

The Ultimate Pirate Boss Fight

Short DescriptionSingleplayer platform shooter
Development Period:  May 2022
Game Engine:  Unity (C#)
Software/Packages Used:  GitHub Desktop, Visual Studio, 3ds Max, Substance Painter, OpenXR, Blender
Key Contributions: Player controller, boss melee animations, ship and cannon models

Player Controller

Implementations

  • All objects the player interacts with inherit from or contain the Grabbable class. This class contains settings which make it very easy to implement new items.

  • The player's cannon is a versatile tool. Multiple different projectiles may be loaded into it, at the cost of increasing spread and decreasing power.

  • The trigger can be held to charge up a more powerful cannon shot, which is accompanied by a haptic rumble correlating to the charge state.

  • Incoming projectiles can be grabbed and loaded into the player's cannon. Projectile properties are defined via scriptable objects, so new projectiles can be implemented without having to rewrite settings

  • The player has a sword which can be used to cut cannonballs in half. This ability was designed as a way to defend against heavier enemy attacks.

Important Scripts

Animations

Hitbox Placement

Bow Sword Attack:

This action is designed to force the player to duck, breaking up the normal game flow of moving to the side to dodge cannonballs. A hitbox on the bowsprit checks for collision with the player and deals damage accordingly.

Player Perspective

Knifehands Attack:

This took a lot of prototyping to get right. The idea is to force the player to dodge right then left to avoid the arms, and the animation needed to be calibrated very carefully to ensure that the attack was dodgeable, but that it would still hit if the player fails to move.

Modeling

Large Model Development

Hull Process

Final Model

Figurehead Process

bottom of page