- Gameplay Systems
- Playable
Totally Bugged Out
A solo first-person prototype: clear a cockroach-infested house with a spray and whatever household objects you can throw. I built it to explore player-enemy interaction and reactive AI.
- My role
- Solo designer and developer (free-time project)
- Built with
- Unity, C#, Blender, WebGL
- Challenge
- Responsive object throwing against wall-climbing enemy AI
- Result
- A playable survival prototype with tested combat and AI systems
Combat and AI
Throw anything
A Rigidbody-based system lets the player pick up household props and use them as weapons.Roach behaviour
Several states: wandering, climbing walls, chasing the player, and panic-fleeing when nearby roaches are destroyed.Survival loop
Health and a timer keep the pressure on and reward efficiency, with win and lose conditions.
The hard part
Making throwing feel responsive while balancing it against reactive AI took several prototypes. I worked down physics clipping and unintended exploits, and tuned it to run smoothly in WebGL. Props were edited and retopologised in Blender from free Unity kits.
Thanks to the Unity and Reddit developer communities, my professors and classmates at Montgomery College, free asset creators on the Unity Asset Store and Pixabay, and early playtesters for honest, practical feedback.