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Prototype Unfinished Side project

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.

  • First-person
  • Movement system
  • Enemy AI
  • Whitebox
  • Unity

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