top of page

Muskets and Monsters

Muskets and Monsters

 

My intention with this game is to take an older project I had made in an earlier class and retool it into a much more mechanics and systems-heavy game.

 

Throughout my junior year, I worked on a doomlike game in which I had titled muskets and monsters. The player must fight through an abandoned castle (rendered through Unity's Probuilder), fighting a small slew of enemy types to collect keys to escape. The game also came with a survival mode that opened the entire map for the player to explore, focusing on racking up as many kills as possible.

 

For my Enemy AI seminar, my goal is to turn this game into a much more in-depth survival experience requiring twitch reflexes and proper spacing to survive. Simple enemies running up to the player and swiping at them simply wouldn't cut it anymore, and enemies would have to have diverse tactics and inclinations to make survival engaging.

 

To support this, I  implemented a few more enemies, including a shooter that takes potshots from a distance to the player and a necromancer that summons more enemies and actively runs away from the player. I also added "control points," which the enemies may choose to prioritize over attacking the player, which progresses towards summoning a demon that will kill the player if successful, no matter how much health they have.

 

The player would have to have a few more exciting things under their belt. In the junior project, I purposefully removed the ability for the player to aim up and down and jump, as it had proved unnecessary towards the game loop. Now, giving the player these ability was a no-brainer with more verticality in the arena.

​​

I plan to improve this project over the coming years and hopefully tool it out into a complete game that many will enjoy.

WHAT

Single Player Horde Shooter

Made With

Unity

WHEN

Spring 2021- Spring 2022

bottom of page