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Prototype (2024)

About

This game is made in a one week as a part of a prototype course at Futuregames. The goal was to make a prototype of the 3Cs and one extra mechanic to the game.

Project info

         Teamsize: 1

         Duration: 1 Week

         Engine:  Unity 

         Role: Game Designer / Game Programmer

         Genre:  FPS

         Platform: PC

Introduction

My prototype concept draws inspiration from games like Splatoon, Metal Hellsinger, Apex Legends, and FragPunk. I aim to develop an FPS controller with fast-paced movement and a highly responsive camera that includes dynamic effects, such as camera shake when firing. Since the game targets a younger audience, I’m avoiding overly realistic movement and feel, focusing instead on an engaging, approachable experience.

Interation, process and playtesting

I started with a standard FPS controller that felt slow, adjusting settings to achieve a faster, more responsive feel. After creating a working aim and shoot setup, I incorporated an aim camera that activates when holding the aim button. Using the new version of Cinemachine required some learning, but it ultimately worked as intended. However, I encountered major issues with gun rotation when aiming up or down, making the game unplayable. After many attempts to resolve this, I switched to Unity’s first-person controller, which I found easier to build from.

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To improve aiming clarity, I used cartoon-style gun assets and implemented an aim camera and scoped aim mode. Initial issues with gun rotation led me to turn off the gun mesh while aiming, adding a scope image instead, which significantly improved the feel. I also used Unity’s animation rigging package to keep the gun aligned with targets and added an outer wall raycast to prevent gun bouncing when switching target.

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For shooting, I tried two methods: instantiating bullets and using hitscan with a raycast. Raycasting felt more responsive, so I used this approach, adding color-coded visual effects (VFX) for different object types to enhance feedback. I also applied thick black outlines to objects, aligning with the game’s cartoony aesthetic, and added exploding boxes to showcase dynamic interactions.

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After a playtest, I received positive feedback on the fast movement and jumps. A tester noticed that proximity to walls slowed down the player unintentionally, which I fixed by adjusting the character controller’s radius and applying a no-friction physics material. To further align with my vision, I added a target indicator inspired by Metal Hellsinger, floating damage text, and camera shake on shooting to heighten immersion. Multiple guns with unique scopes, colors, and zoom levels demonstrate diverse mechanics.

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Introducing enemy movement revealed a VFX issue on hit, as the raycast method didn’t align hit effects perfectly with target positions. To address this, I developed a custom bullet script that maintains accuracy by calculating the actual hit point. Lastly, I added destructible objects for variety and depth.

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In subsequent playtests, players enjoyed the movement and shooting mechanics, with one tester continuously engaging with targets purely for enjoyment. This feedback validated my direction, and I plan to add mouse sensitivity options based on testers’ input.

End result

My goal was to create a fast-paced, cartoony FPS prototype featuring responsive controls and dynamic camera effects. I feel I accomplished this, incorporating additional mechanics like gun switching, unique gun stats, VFX, and actions to provide feedback when hitting different objects. I’m pleased with the result and excited to expand on this foundation.

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I’m especially satisfied with the movement, though I plan to add crouch and slide mechanics in the future. Despite initial challenges with camera rotation and aiming, I found effective solutions that greatly improved gameplay and feel. The biggest adjustment was reworking the aim functionality; originally, I wanted to keep the gun and scope visible. Now, the aim uses a scope image and hides the gun mesh, which ultimately works and feels great—though it took time to refine.

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What I learned

This prototype taught me a lot, particularly the value of quickly discarding or revising ideas when they don’t work. The short timeline pushed me to experiment faster, which proved to be a valuable learning experience.

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