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Breadet Hell

What is it?

A Mobile/PC bullet hell game made during multiple different assignments. It started as a College project to learn to produce for Mobile platforms. It was later revisited for University to apply Psychological Theories to the previous stage of the project. It is currently complete with an MVP.

Genre

Shoot 'em up

Bullet Hell

Themes

Bread

Consumption

Genre

Responibilites

For the original duration of the project, I was responsible for designing, coding & testing the player movement & enemies. This meant coding wise, I implemented:

  • Every enemy movement AI

  • Half of the bullet patterns

  • All Boss AI

  • Player movement & logic

  • Collision logic

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The design of Snekzel's, Toaster's & Breadgehog's bullet patterns were left to me, implementing unique strategies & interactions (such as reducing Toaster's bullet amount of defeat) with the art supplied by my team.

 

Worked effectively to manage version control with the team, creating minimal merge conflicts, creating a relatively smooth development cycle over the course of 4 months. 

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Game Link

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Contributions & Impact

Mobile (original)

Enemy AI

I was responsible for designing and coding all enemies into the game. This includes:

  • Attacks

  • Health & hitboxes

  • Difficulty Scalars​

 

Specific attention was paid to their role in the "army", making unique characters that have to be responded to in their own ways. This was combined with a Wave Creation Tool to efficiently store and create levels for the game.

Player Controls

Creating movement for mobile was difficult, having to use only 1 input like a mouse while using others for buttons, I managed to use a scalar based on the screens dimensions to understand where it is for that device. (accounting for a wide range of aspect ratios)

 

I additionally designed the unique eating mechanic, intentionally adding an additional layer to a regular bullet hell. 

Wave Tool

During development, I designed and created a tool to create to visualise waves for levels, using Unity's Editor Scripts.

  • Spawns a system of Gameobjects that serve as spawners

  • Activated at specific waves specified in their script, spawning enemies selected.

  • Customisable by difficulty, enemy type and direction to walk in.

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These spawners are then activated by the Game Manager when needed.

Mobile (original)

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PC Port

Code Revamp

Refactoring the code was priority when it came to this port as certain features (such as more animations) would be impossible without it. This meant:

  • Remaking AI

  • Consolidation Managers

  • Refactoring UI (UI changes)

  • Reworking Level structure (data stream)

  • Wave Reworks 

 

These changes allowed room for less game scenes, more variety in enemy behaviour & better UI/UX experiences.

Enemy Overhaul

On top of code refactoring, the goal of the port was to more easily convey the state of the enemy's AI. This meant:

  • Adding Animation (Death, Attack etc)

  • Adding damage affects

  • Adding more in depth Death logic

  • Reworking enemy movement

  • Refactoring Enemy AI code

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This intention was to make the existing code more modular, allowing more enemies/bosses to be added. It was also to improve the feel of the enemies and their impact on performance.

UI Overhaul

The UI was condensed/refined, cutting out unneeded/removed features like a consume highscore. Other areas were also refined to bring more attention to their relevant details.

 

Data was then separated into their own areas of the screen, moved to split them into areas of similar information (e.g., Scoring area, Consume area).

 

Specific elements were also given animation & SFXs to bring the players attention to it such as the Consume area.

SFX & QoL

Other areas of the game were reworked to further coincide with the other improvements to QoL & UX made above. This includes:

  • action SFXs (buttons, ability timers etc)

  • Ability Forms (Normal, Consume)

  • Rework Menu UI

  • Attacking/Dmg Taken weighting

  • Win/Loss screens + info

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All additions were designed around the idea of improving gameplay & reducing cognitive load. Other aspects such as the highscore or Loss screen highlighting how far through the leve the player got.

Mobile (original)

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