KillSwitch

Role

Programmer, Game Designer, and Project Manager

Team

Joni Brooks, Eric Bau, Angel Regalado, Linus Fackler, Cade Miller.

Summary

KillSwitch is a top-down multiplayer arcade shooter where your health is time. The only way to get it back is taking over other NPC's or your friends! Make sure you have a good weapon to defend yourself too. This game was designed to play with up to 7 other friends and does not support single player, that being said, you can join by yourself but it just won't be very exciting.

Background

This game was another for a week long game jam hosted by SGDA during the fall semester of 2021 and the theme for the jam was "Memento Mori" which translates to "remember you must die". The team consisted of some friends I had made in SGDA and other projects, and it was all done virtually. This was the first in-person game jam I had done so I really wanted to make a local multiplayer and the rest of my team agreed.


The jam went well, but I felt like the game had a lot of potential that was not explored in the jam. I tried to get some of the team and bring on a few others to work on it after the jam, but after multiple weeks where I was the only person contributing, I decided to move onto other things. I had fixed a lot of bugs and cleaned up the code so maybe one day I will come back to this project.

What I contributed

  • Essentially all of the code, if I did not write it, I fixed it.
  • Gameplay concept and design
  • Project management

Challenges faced

  • During the jam I was in the process of moving into my apartment.
  • Many members had school or work and could not contribute as much as they would have liked too.
    • This led to having scope creep on myself as I thought I would be working with more people
  • Having a solid local multiplayer system with a lobby
  • Creating a system to take over other players and NPCs, changing sprites and weapons during runtime and making fluid movement

What I Learned

I gained lots of knowledge on how unity's Input system worked, Animation override controllers, scriptable objects, and much more. This was the first time I had somewhat successfully made a large complex system with lots of moving parts. It was extremely difficult to conceptualize and do in a week, and gave me more appreciation for software design, especially in C#/Unity.

Downloads