Release Date: 2023 March 14th
Platforms: PC
Team Size: 5
Project Length: 3 Months
My contributions:
Lead and published Aim-Assist on Itch.io
Designed the major game systems
Developed Cutscenes and built out the environments need for them.
Created Eating animations and used Mixamo to create the zombie animation controller.
Engine and Tools:
Unity
Mixamo
Trello
Aim-Assist was a game I designed and project managed in university, the goal was to create a a multiplayer game that used different platforms to engage with each over. By the end of the project we were able to have PC and Android players playing together in a simple arena shooter.
Aim Assist is a co-op multiplayer shooter where two teams work against each in a fast pace arena to eliminate each teams cowboy.
My Contributions
Original Design Concept
The original concept or as we called it the pre-covid version was utilizing the oculus rift as the spotter. The two roles in each team were the spotter and shooter
Shooter - The shooter was the PC player using an fps controller, their job is to find an eliminate the other shooter.
Spotter - Using the Oculus they were to use their hands to point and reveal the enemy shooter who was invisible to the spotter's shooter.
We wanted the Oculus player well like a giant looking into the arena and that they had power, so we designed power ups that they could put in the world to help the shooter.
Updated Design Concept
Since we we're unable to attended our campus due to Covid-19 we didn't have access to VR systems and only one of us had a VR headset. But we all own phones, so we decided to rework the spotter system.
The premise of spotter is to accurately inform the shooter without the possibility verbal communication so we had to find a new for the player to do this due obvious hardware limitations. From CoD's UAV to Dota's Ping system we looked at many information transferring mechanics.
One of the best references for this mechanic was Bloodhound's Scan (Eye of the AllFather) from Apex Legends. We found when playing together that we didn't need to verbally communicate with each as the ability would tell us where the enemies where.
From there we allowed the spotter to shoot a raycast that would spawn an expanding sphere that would highlight the opposing shoot when it collided with terrain.
Aim-Assist
Project Overview and My Role
What is Aim Assist?
When we made the switch from VR to Mobile we had to design and develop a new camera system for the spotter. The main problem we faced was allowing the spotter to see every part of the map.
Cinemachine was the plug-in I found that best suited the camera system. I used their Dolly track and created a custom made track that looped around the map making sure it didn't have any blind spots for the spotter.
After Dolly track was finished it was just a matter of hooking up the position values of the camera to the UI for spotter to move the camera around the track.