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Solus: Remnants of Attera

Game Development

Overview

Solus: Remnants of Attera is a project developed in my 3rd year at Ngee Ann Poly in a team of 6 whereby 2 were programmers. As the gameplay programmer, my role was to implement all matter of game logic such as the character controller, combat system and enemy AI. I also worked closely with 3D artists to get models and animations working the way it was intended to.

Tech Stack

C#Unity3D

My Contributions

Roles

Lead Gameplay Programmer

Character Controller (Movement System)

  • Enables smooth traversal across varied terrain, including slopes, stairs, and small obstacles.
  • Supports stepping over low objects and prevents the player from running against walls by halting movement on collision.
  • Allows context-sensitive jumping to access otherwise unreachable areas, such as gaps and elevated platforms.

Combat

  • Features a combat system revolving around blocking, dodging, light attacks, and heavy attacks.
  • Implemented mechanics such as super armor and crowd control effects.
  • Light attacks cause enemies without super armor to flinch, while heavy attacks can break super armor and apply crowd control.
  • Blocking reduces incoming damage but cannot negate all attacks, and both blocking and dodging consume stamina.

Dynamic Distance Covering System (Targeting)

  • Implemented a targeting system that automatically dashes the player toward enemies during attacks, inspired by God of War (2018).
  • Allows quick retaliation after dodging and enables engagement as long as enemies are within a range.
  • Determines the active target using camera facing direction, target proximity, and whether the enemy is positioned in front of the player.

HUD

  • Displays core player stats, including health and stamina.
  • Shows enemy health bars only for enemies currently targeted by the targeting system.
  • Causes non-targeted enemies' health bars to fade in briefly when damaged, then fade out if focus is not maintained.

Enemy AI

  • Designed and implemented the Cylo enemy AI, the primary grunt mob in the game.
  • Implemented logic for Cylos to approach and surround the player once detected.
  • Implemented two attack types: a long-range lunge and a short-range slash.
  • Implemented the ability to block player attacks, with a limit on consecutive blocks.
  • Enemies are guard-broken if the player applies sustained pressure, placing them in a downed, vulnerable state.
  • Implemented the ability to hop back and counterattack when repeatedly comboed.

Combat Circle

  • Implemented a combat circle system that regulates enemy engagement to manage large group encounters.
  • Allows only the closest three enemies to attack simultaneously, while others wait for openings.
  • Creates the illusion of fighting multiple enemies at once, enhancing player control and power fantasy.
  • Dynamically swaps attackers when enemies retreat, or when the player disengages.