"Rogue Protocol"

Jan 1 - Feb 28, 2024
Single Player Game

Details

Objective

Deliver a game in a team environment and experience the end-to-end pipeline of the game development cycle

Tools & Technologies

C#, Unity

Project Summary

'Rogue Protocol' is an isometric single-player hardcore shooter game set 200 years in the future where the player is a programmer that messed up his prompts on the highly advanced GPT AI and created hostile robots, the player must fight them and shut down the terminal to clean up his mess and keep his job!

Project Image

My Contributions:

Gameplay Programming

1. Systems Architecture

I focused on developing a robust and scalable architecture. The diagram showcases the relationships and interactions between various game components, demonstrating the complexity and depth of the system design.

2. Shooting System

What is a shooter game without the shooting system? I implemented the players ability to shoot that is also inherited by the enemy AI characters.

3. Overheat System

I implemented a comprehensive shooting system with an overheat mechanic to enhance gameplay by introducing a strategic element to weapon usage.

4. Health Regen System

I implemented a health regeneration system that dynamically restores a player's health after a certain amount time a player is not taking damage. This system ensures that players can recover from damage, adding a strategic layer to gameplay by encouraging players to manage their health wisely.

5. Upgrade System

I implemented a weapon upgrade system to enhance gameplay progression. This system is crucial as it allows players to penetrate enemy shields, which require specific weapon levels to be breached, adding strategic depth and ensuring continuous player engagement.

6. Shield System

The system built to add a layer of defense for enemy characters only, protecting them from damage until the shield is depleted. This system requires players to use weapons of a certain level to penetrate the shield

Key Learnings:

  • Encapsulating related properties and methods, ensuring each system (e.g., Weapon, Health) managed its own state and behavior.
  • The concept of inheritance and creating a flexible and extendable weapon system, allowing for different weapon types to share common functionality while implementing unique behaviors.
  • Writing logic to handle various gameplay scenarios, such as checking weapon heat levels, player health status, and timing delays for regeneration.
  • Event systems to trigger actions like taking damage, regenerating health, and updating UI elements, ensuring responsive and interactive gameplay.
  • Utilizing FMOD for sound effects, enhancing the immersive experience with audio cues for actions like shooting and overheating.

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© 2025 Developed by Alex Buzmion II