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Mirror Force

reynosorobertov

Updated: Jan 19

Engine: Unity | Genre: Arcade Shooter | Platform: WebGL | Timeframe: 3 weeks


Mirror Force Demo Video

Overview

 

Mirror Force is an arcade shooter that is heavily inspired from the arcade game Zaxxon. Our goal for this project was to iterate off a classic arcade game, while implementing a mechanic that would set us a part from the original game, which we decided to get rid of the player shooting projectiles and would instead incorporate a shield mechanic to reflect enemy projectiles back at them.

Team

 

Producer - Arjun Shivakumar

Artist - Andrew Lozano

Tech Artist - Chen Hua

Engineer - Yunhao Ye & Roberto Reynoso

Role and Contributions

 

Role: Game Engineer

Responsibilities:

In this project, my primary role as a Game Engineer was to develop core gameplay mechanics and systems, focusing on designing and implementing features that enhanced player engagement and strategy.

Contributions:

  • Shield Mechanic:

    • The shield's primary function was to reflect enemy projectiles, turning them into an offensive tool for damaging enemies.

    • Integrated a shield meter system to prevent indefinite usage, encouraging strategic timing and resource management.

  • Height Tracking and UI System:

    • Collaborated with Yunhao Ye to develop a height-based mechanic that accurately represents the player's vertical position within the 3D world.

    • Designed a user interface that displays the player's height as a number near the player character and within the top-right corner of the screen. This feature enables players to strategically align their shield with enemy projectiles or avoid collisions.

    • Implemented movement controls for navigating up, down, left, and right within the game world.

    • Collaborated on implementing an axonometric (isometric) projection to simulate a three-dimensional environment from a third-person perspective.

  • Lose Conditions and Fuel Management:

    • Programmed two lose conditions to enhance the challenge:

      • The player loses a life if hit by an enemy or projectile, with a game-over condition if all lives are lost.

      • The player must also manage a fuel gauge, which depletes over time and results in a loss if it reaches zero.

    • Encouraged interaction with enemies by rewarding fuel pickups upon defeating them, creating a risk-versus-reward dynamic.

  • Enemy Types and Projectile Interactions:

    • Designed multiple enemy and projectile types to add variety and strategy:

      • Green Projectiles: Decreases the fuel gauge upon shield interaction.

      • Blue Projectiles: Disable the shield entirely.

      • Red Projectiles: Normal projectiles that reflect without additional effects.

    • Ensured that all projectile types could be reflected back at enemies with proper shield usage.

  • Score Tracking and Victory Conditions:

    • Implemented a scoring system where the score increases with each turret destroyed.

    • Added a victory condition where the player wins by surviving until the end without losing all lives.





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