Cradle of the Rift
A lost fairy in a Fantasy Rift.
Overview
Play as a lost fairy fighting your way through dangerous ever-changing biomes, fantasy forest, ancient caves, and more.... all overflowing with hostile creatures. Using a fast-paced melee and ranged combat, you'll slice, shoot, and dash your way through waves of enemies. Each run offers different upgrades, combos and challenges, pushing you to experiment. The world shifts every time you enter it, ensures no two attempts feel the same. Master you movements, adapt to chaos and fight your way home....one run at a time.
Responsibilities
- Wrote the Aim & Camera system for the player using a custom Cinemachine setup
- Shooting system for the player with projectile physics
- Initial melee controller for the player with player knockback functionalities
- Game Manager for the player to keep hold of player entities and other important stuff
- Ground Slam Attack for the Player
- A Health controller/damageable interface which is commonly used by both player and enemies
- Object Pooling system for better performance optimization
- A full Stat system for player, with stats and modifiers affecting player in various ways.
- Item System with ability for items to be stacked and effects that apply across the whole system.
- Inventory system where items can be managed efficiently, including a system for runtime effects, eg. HealOnDamage, built to scale and hold more/different items.
- All Enemies with their hierarchy based system, controller by a StateMachine system.
- Slime (Melee) Enemy, that leaps onto player and knocks them back
- Wisp (Range) Enemy, that shoots projectiles at player while flying and following it. A dynamic orbital system for enemy projectiles.
- Enemy Knockback System
- Boss (Melee) Enemy, that throws explosive slimes at player that follow and explode, and mega leap attack that knocks player significantly, a mega explosion attack.
- Waterfall VFX using Shadergraph
- River VFX using Shadergraph
- Dynamic Swaying Grass with Wind textures using Shadergraph
- Falling Leaf VFX using Particle System
- Boss Explosion ORB VFX using VFX Graphs
- Boss/Slime animations using unity animation creator
- Inventory ruleset system that modify the Player Loot State
- Player XP and Level up system, ability to choose upgrades
- Enemy Attack/Movement/Death VFX
Gallery

Environment

Chests

Enemies

Environment

Melee Boss