EECS 494: P1 - Metroid
Languages & Tools Used: C#, Unity, GitHub, JIRA
- Unity remaster of Metroid (NES, 1986) Collaborated with a partner to develop a short remaster of the NES classic in Unity.
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Key Contributions:
- Developed engaging interactions for key game elements, including damage, lava, collectable pickups, and seamless door navigation.
- Designed and implemented gameplay mechanics for a range of collectables, such as health restoratives, long beam upgrades, and missile ammunition, enriching the overall gaming experience.
- Engineered a responsive player interface and camera system that follows the player, maintaining position limitations based on room types and updating UI to reflect player inventory.
- Created a unique chargeable beam mechanic allowing players to execute higher jumps, defeat multiple enemies, and destroy destructible walls; designed sprites for different Super Beam charge levels.
- Accurately placed collectibles and enemies in their original map locations and developed approximately half of the custom level to showcase the Super Beam mechanic.
- Added simple cheat functionalities, including "God Mode" activation and seamless switching between the original and the custom game level.
- This project strengthened my proficiency in game design, object-oriented programming, and collaborative development while enhancing my problem-solving abilities through creative mechanic implementations and level design.
Controls:
- Use the left and right arrow keys for movement.
- Use Z for jump and X for shoot
- Use space to switch between normal mode and missile mode (Make sure to click off the game window)
- Use the up arrow key to aim Samus's weapon upwards, and down to go into morph ball mode
- For custom mechanic, holding down when at maximum charge will allow Samus to jump higher
- Press '1' on keyboard to activate God Mode. Press '4' on keyboard to switch between levels.