Escape From Time Tower

Technical Skills:
| Unity 2018 | C# | AI | Procedural Level Generation |
During the course of my Masters year, a team of fellow students and I created Escape From Time Tower as part of our major group project module. Since we were all programmers who have previously demonstrated we can work successfully as part of a team, our supervisor assigned us a challenge of making the game a 'test bed' for features as opposed to a polished and coherent piece of work. This allowed us to explore many different gameplay mechanics before summarising why each did or did not work well together in the final report.

When designing around this challenge, we decided to take inspiration from the 41st Ludum Dare theme: Combine 2 Incompatible Genres and created a fast-paced bullet-hell game where time could be manipulated by the player in order to make tactical decisions.

Due to my previous experience creating time-based gameplay mechanics in Beyond Time I left my teammates to experiment with creating these while I focused on other features such as:
  • Procedural level generation, geometry fading and room progression
  • Mouse aiming and camera control
  • Gun/bullet mechanics (excluding missile and anti-time gun)
  • Object-specific time dilation (used by speed-up and stop time)
  • Difficulty scaling
  • Player customisation and wardrobe scene/UI
  • AI
    • Common Melee and Ranged enemies
    • Two multi-behaviour boss (King Danny-Rhys and David Sawridge)
    • Abstract base class to handle movement/shooting for other teammate's bosses
Escape from Time Tower can be played below (may take a while to load), whilst the source code can be found at the group's GitHub repository.