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Children of Disobedience

Project summary
This project was for a university course with the main focus of level design and introduction of mechanics to the player. I wanted to create a game with heavy focus on movement, combat and unique boss fights that had different behaviors.
Tools
Engine: Unity
Language: C#
Solo project
Designing the enemy
What I implemented
There are three different kind of enemies in the game but the main focus will be on the second boss of the game which required the most time and had the most implementation.
The first thing I did was to create a flowchart to map out which mechanics and behavior the boss should have. This created a clear view on how the boss would go through different states in what order.
I then implemented a state machine that would handle the different mechanics in order to avoid that all of the code would be in one script. The state machine also enabled me to create new mechanics and implement them easily without having to change much.


Boss going from chasing state to special attack state

The state machine
I created an abstract class that the different states would inherit so I could specify what happens when the boss enters, is currently in the state, and exits it. The state gained access to the animator and movement handler so it could call on them if necessary.


Camera
To create sort of cutscenes I implemented a class for the camera so that it could be set to different positions and offsets depending on the situation.

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