Things In Space
- Cordelia Chui
- May 8, 2021
- 2 min read
Updated: Jan 13
Games Design BA
You are an alien specimen on a futuristic 1970s space station, vulnerable without a host, but with the power to inhabit human bodies. Use stealth, diversion and trickery to bypass security and orchestrate your escape.
Created in Unity2D by Cordelia Chui, Kieran Leonard and Robert Carone.
Achievements
Showcased at the Victoria & Albert museum for the LCC Games Design Degree Show 2019.
Individual Contribution
My individual contributions included ideation and prototyping of 3Cs, auxiliary mechanics design, level design as well as writing game design documents and production. Additional level design by Kieran Leonard and final code, art and audio created in full by the excellent Rob Carone.
The brief for this assignment was to create a game based on a particular decade in history. I took the lead in project management by scheduling meetings, facilitating brainstorms, establishing scope and deadlines and delegating specific tasks to team members. Following our initial design workshops, we decided to make a game inspired by the 20th-century space race.
Features
Player has the following features:
Move through narrow pipes, climb vertical walls and walk upside down on ceilings
Sabotage equipment by pressing an action button when nearby
Possess NPCs for a brief time period by jumping or falling onto their head
Move as one entity while posessing an NPC to open doors and access new areas
Exit the NPC's body by jumping out, or automatically fall out when the timer ends
Playing animations and audio using movement state or button press
NPCs have the following features:
When not possessed by the player, change state using a detection system that utilises event listeners, cooldown timers, raytracing, vectors and tagged objects:
Idling at a waypoint
Patrolling areas between waypoints
Fixing sabotaged equipment
Alerted when either the player or a fleeing NPC enters their vision cone
Running away from player position
Following the player position
Stop to shoot at the player using a laser gun that can one-shot-kill if not evaded
Investigating an area for a short time after the player is out of sight
When possessed by the player, all AI is disabled and character movement is controlled by the player
Possessed NPCs do not alert other NPCs when entering their vision cone
After the player exits the NPC's body, become nauseous and unable to take any other actions for a brief time
Playing animations and audio using events and coroutines
NPCs are assigned a job title (enum type) which determines their move set:
Which doors they can open and thus accessible areas
Whether or not they can fix equipment that has been sabotaged
Whether or not they are equipped with a laser gun
Whether they will chase the player upon detecting them, or run away in fear
Gallery


