KIT207 Self Study 4


In this weeks self study task, I used the prac scene as a base for the simple game. Swapping out the click to spawn for a static enemy spawner that spawns one enemy every 2 seconds.

As you can see above, the white cube is a spawner, which every two seconds spawns an enemy that chases the player. If the enemy collides with the player, it will "die" (despawn), inflict damage on the player and drop a healthpack which heals the player. The player's health can be seen near the player model.

I didn't get to applying proper animations to the player and enemy as the ones I had made decided to stop working and I ran out of time and decided to get the base functionality working as a priority.


The player "model" (default tictac guy) featuring a shotgun model I made a while ago so theres a way to tell orientation.


menacing grey tictac (enemy). Chases the player and destroys itself on contact.




Games that could use these mechanics -

The simple nature of AI that chase the player from spawn could be used fairly well in a zombie game, since zombies aren't known for advanced intelligence, and the idea of zombies vaguely fits the idea of change. sort of.

Another idea that uses the homing in mechanics could be projectiles fired from an enemy's weapon, rather than an enemy itself, like a homing missile or something similar. Although this is more of a mechanic than an entire game that fits the theme of change.

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