A downloadable game

This is a 2D side-scrolling action game in which players wield a lightsaber and utilize dashes to defeat enemies in high-speed combat. Along the way, you will face choices that ask: "How much humanity are you willing to lose to become stronger?" Can you stay true to yourself and make it through as a human? Or will you accept cybernetic enhancements—lasers, double-dashes, and more—to become a half-cyborg, only to find that the dragon-slaying hero has become the demon himself?这是一款2D横版动作游戏,玩家将挥舞光剑,并通过冲刺在高速战斗中击败敌人。在游戏中,你将面临这样的抉择:“为了变得更强大,你愿意失去多少人性?”你能否坚守本心,以人类之躯闯过重重难关?抑或你会接受赛博改造——激光、双闪,乃至更多——从而成为半机械人,却最终发现,那位屠龙的英雄竟已化身为恶魔本身?

My Role: Gameplay Programmer (Core Combat & Systems) 我的角色:玩法程序员(核心战斗与系统)

Key Responsibilities: 主要职责:

  • Level Manager: Designed and implemented the overall level control flow, including: 关卡管理器:设计并实现了整体关卡控制流程,包括:
    • Level lifecycle management (start, in-progress, end / result screen); 关卡生命周期管理(开始、进行中、结束/结果界面);
    • Enemy spawning logic and wave control system; 敌人生成逻辑与波次控制系统;
    • Level state transitions and event-triggering mechanisms; 关卡状态切换与事件触发机制;
    • Player respawn point management and level reset logic; 玩家复活点管理与关卡重置逻辑;
  • Enemy State Machine (FSM): Built a finite state machine architecture for enemy AI behaviors, incorporating the following states: 敌人状态机(FSM):为敌方AI行为构建了有限状态机架构,包含以下状态:
    • Patrol: Random/waypoint-based movement within designated areas with alertness maintenance; 巡逻:在指定区域内进行随机或基于航点的移动,并保持警觉;
    • Chase: Player detection triggers pursuit mode, with dynamically adjusted speed and pathfinding; 追击:玩家被检测到后触发追击模式,速度与路径规划动态调整;
    • Attack: Melee/ranged attack actions and hitbox detection upon entering attack range; 攻击:近战/远程攻击动作,以及进入攻击范围时的命中框检测;
    • Ranged Attack: Aiming, projectile instantiation, and trajectory calculation for ranged combat; 远程攻击:瞄准、发射弹幕及远程战斗的弹道计算;
    • Death: Death animation playback, drop/spawn effects, and entity removal from the scene; 死亡:播放死亡动画、掉落/生成特效,以及从场景中移除实体;
  • Projectile System: Implemented projectile spawning, flight trajectory, collision detection, and damage calculation, supporting multiple bullet types (standard, rapid-fire, spread, etc.); 弹道系统:实现了弹丸的生成、飞行轨迹、碰撞检测及伤害计算,支持多种子弹类型(标准弹、速射弹、散弹等);
  • Laser Weapon System: Developed laser weapon logic, including: 激光武器系统:开发了激光武器相关逻辑,包括:
    • Continuous beam rendering (Line Renderer / Raycast); 连续光束渲染(Line Renderer / Raycast);连续光束渲染(Line Renderer / Raycast); 连续光束渲染(Line Renderer / Raycast);
    • Hit detection and damage-over-time (DOT) calculation; 命中检测与持续伤害(DOT)计算;命中检测与持续伤害(DOT)计算; 命中检测与持续伤害(DOT)计算;
    • Overheat / cooldown mechanics with real-time UI feedback; 带有实时UI反馈的过热/冷却机制;
    • Laser interaction with enemies and environment (reflection/piercing, if applicable); 激光与敌人及环境的交互(包括反射/穿透,如适用);
  • UI System: Designed and implemented all user interface elements, including: UI系统:设计并实现了所有用户界面元素,包括:
    • HUD (health, ammunition, skill cooldowns, etc.); HUD(生命值、弹药、技能冷却时间等);
    • Level start/end screens and result statistics; 关卡开始/结束界面及结果统计;
    • Enemy health bars and status indicators; 敌方血条与状态指示器;
    • Weapon switching and skill shortcut panels; 武器切换与技能快捷面板;
  • Code Architecture & Collaboration: Established module interface specifications with the other programmer to ensure low-coupling communication between the Level Manager, AI system, and UI; utilized Git for version control and collaborative development. 代码架构与协作:与其他开发人员共同制定了模块接口规范,确保关卡管理器、AI系统与用户界面之间的低耦合通信;并使用Git进行版本控制与协同开发。

Tech Stack: Godot Engine / GDScript

Project Status: Demo completed, under review, coming soon. 项目状态:演示已完成,正在评审中,即将上线。

Development Cycle: 21 days开发周期:21天

Team:2 Prog, 1 Design, 2 Art, 1 Music


github:https://github.com/TAGEIRIS/Hunting-Void-Incursion

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空洞猎杀.zip 78 MB