Computer Graphics Game Engine Assignment By Andrew Spencer, 2018
CONTROLS WASD Movement LMB Shoot pistol E/RMB Interact with object Ctrl/MMB Toggle IR visor Spacebar Jump
Turn on IR visor to see through fog and highlight enemies Shooting removes your IR visor
DESIGN
Several post-processing effects are used in this game. A fog effect using an exponential fog rule is applied to the main camera. By turning on the visor, an edge detection effect based on depth is combined with it, allowing objects' outline to be seen through the fog. Also, a distortion effect is applied to the last camera.
The enemies in the game have two renderers, one with a custom unlit shader on a layer only rendered if the visor is on. The material colours them red and yellow, with horizontal rows clipped out in screenspace to give the effect of scanlines.
Another custom material is the Highlight material, used when an interactable object is viewed by the player. This makes the object pulse with colour.
This scene includes several particle effects. Shooting at most objects will spawn a particle effect for sparks or debris coming off it. The wine barrel's particle effect has a trail and collides with the environment, with 0 friction. This has the appearance of wine pouring out of a hole and flowing across the ground. The broken glass particles also collide with the environment, but with friction.
ATTRIBUTIONS
Several assets from the Unity Asset Store were used: Scene, props, fire effect and debris and smoke textures from Old Sea Port by cdmpants Pistol model and texture from [PBR] Makarov by Bluesu Shell casing from 1911 Pistol Pack by 3D store Enemy model from Basic Bandit by Will Morillas Enemy falling animation from Fighting Motions Vol.1 by Magicpot Inc. Water particle textures from Water FX Pack by Unity Gun audio from Weapons of Choice by Komposite Sound
Muzzle flash by Julius Krischan Makowa https://opengameart.org/content/muzzle-flash-with-model