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Neon Retribution
First-person prototype | Movement & enemy AI | Unity – C#
Neon Retribution is a side project: a futuristic first-person shooter at prototype stage. What exists is a movement system, a few enemy AI, shooting and a simple HP bar — the code for those four things was my part. A complete scenario and a large amount of design work exist for it as well; those were done by other people.
Playthrough
Full playthrough, no commentary · 1:41
My role
- Wrote the movement system: movement state, a grounded check and current speed. It is tested against a whitebox level of ramps, stairs, arches and platforms.
- Wrote a few enemy AI. In the current build they are small flying drones that come at the player.
- Wrote the shooting and the health handling behind the HP bar.
- The tuning setup is left visible in the recording: a MOVE DEBUG overlay printing state, grounded and speed, and METER markings written on the walls to measure distances against. Neither is a feature; both are what tuning a movement system needs on screen.
Systems I designed
- A movement system carrying a movement state, a grounded flag and a current speed, all three readable while playing so they can be adjusted.
- Enemy AI for a small number of enemy types: the build has flying drones that go after the player.
- Shooting, with an angular first-person weapon held in view.
- Health as a simple HP bar in the bottom-left corner, divided into segments that go as damage lands.
Core mechanics
- First person in an untextured whitebox level: white geometry, a blue floor and red accents, with ramps, stairs, arches and platforms to cross.
- Move through the level and shoot the drones that turn up.
- Taking hits costs segments off the HP bar in the bottom-left corner.
- The recorded run is 1:41 long and shows the build as it stands.
Gallery
Click any tile to open it full size