Gun Crafter is a first person shooter set in a firing range.
The player can test different weapons by editing their statistics and traits.
The player can test different weapons by editing their statistics and traits.
What I worked on
- Unity
- Systems Design - C# Programming - UI - Modeling - Rigging - Animation |
Process
I began this game after learning about Agile Development. I wanted to test it out by making one feature complete piece of content before moving on to the next one. This ended up working well because it gave me an idea of how long it would take to make an entire gun.
This project also gave me a chance to make UI similar to what I had made in the past but with a wider skill set. I made the sliders decrease the last one interacted with when the total point limit is reached. This is something I wanted to do when I first implemented this type of feature in "RPG Character Creator" but I couldn't figure out how to do it.
I also did tooltips differently this time. I used to set a fixed size for the background so tooltips with less text had a bunch of empty space. This time I made tooltips that would scale based on the amount of text so there would never be unused space.
I wanted to try modeling, rigging, and animating a pair of arms rather than using prebuilt assets since I had just learned how to do so. The whole process went smoothly and it taught me about how art assets are implemented in engine.
This project also gave me a chance to make UI similar to what I had made in the past but with a wider skill set. I made the sliders decrease the last one interacted with when the total point limit is reached. This is something I wanted to do when I first implemented this type of feature in "RPG Character Creator" but I couldn't figure out how to do it.
I also did tooltips differently this time. I used to set a fixed size for the background so tooltips with less text had a bunch of empty space. This time I made tooltips that would scale based on the amount of text so there would never be unused space.
I wanted to try modeling, rigging, and animating a pair of arms rather than using prebuilt assets since I had just learned how to do so. The whole process went smoothly and it taught me about how art assets are implemented in engine.