Skip to content

3D stealth/puzzle game designed in the Unity engine.

Notifications You must be signed in to change notification settings

kkevn/cs426_ShadowNinjas

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

CS 426 | Shadow Ninjas

“Shadow Ninjas” is a single-player stealth-based puzzle platformer where the player must avoid getting caught in the light while attempting to traverse towards the goal.

Click here to view our design document.

Authors
Kevin Kowalski
Marcin Perkowski
Jonathan Vega

Assignment 10

Ready-to-play Download:

Demo:

This release features a more complete game, containg 4 levels and some additional improvements here and there. The first two levels can be compeleted the same way they've been described before in previous releases. However, the final two levels are a bit more challenging. The third level requires the player to first turn left or right, but the player must go both ways before using the middle path. After reaching the end of both side paths, the player must push down some crates to create a bridge for the center path. Crossing this path and avoiding some archers reveals the goal. The fourth and final level requires the user to traverse a maze-like hallway with patrolling enemies. The goal is to reach the explosive barrels, collect them, and take the left path all the way down from the level's intersection to plant the explosives, and plant them again from the right path, and you'll beat the game! Careful, you'll need to avoid patrols and make efficient use of your shuriken. The credits will roll and at the end, a button to the main menu will present itself.

Feedback Improvements:

  • Camera pans from goal to indicate where to go (Kevin)
  • Improved lighting and platforming on second level (Kevin)

Miscellaneous:

  • Added more to controls screen (Kevin)
  • Improved opening cutscene to be more legible (Kevin)
  • Minor improvements for first and second level (Kevin)
  • Third level (Jonathan)
  • Fourth level (Marcin) (Marcin)
  • Shuriken replenish item (Marcin)
  • Aura for shuriken replenish and goal (Kevin)
  • Additional tweaks and fixes (Everyone)

Assignment 9

Ready-to-play Download:

Demo:

We've improved the game with some more menus such as better controls screen, opening cutscene, end-of-level screen, and ending credits. For this demo, navigating the first level should be more clear on where to go; the solution to the first level is the same as the previous demos but this time there is more than one level to complete! The next level requires the player to platform on the mountain near spawn and push down the crate to use as a stepping stone to get on top of the stacked crates also at spawn. Then, the player must jump onto the ledge in front of the crates, sneak past the patrol, and jump to the next pillar that is straight across. From there, jump to the next pillar, push down the crate, and push it towards the rock blocking the gate. After getting past the gate, avoid the firing range of archers and make it safely across to the next set of patrols. But becareful, there's lots of patrols and it's hard to keep track of where they're going!

Shaders:

  • AutoTiling (Kevin)
  • Lighting (Marcin)
  • Wireframe (Jonathan)

Feedback Improvements:

  • Improved existing controls screen to be more helpful (Kevin)
  • Improved movement controls (Kevin)

Forms of Writing:

  • Opening cutscene (Kevin)
  • End credits (Jonathan)

Other:

  • Saving/Loading game data (Marcin)
  • End-of-level screen (Marcin)
  • Score, shuriken, and lives counters on screen (Marcin)
  • Extend the game with more levels (Everyone)

Assignment 8

Ready-to-play Download:

Demo:

We've extended and prettied our game a bit more. This time, the first level starts the player in a safe zone in the forest. From there, the player is lead down to the castle that the ninja must navigate similarily to the last assignment's level. Knocking out torches is much better now with a lock-on feature. The second level is a work in progress but will feature archers shooting in a firing range that the ninja must avoid while also trying to collect 2 keys that will open the door to the fortress to take the player to the final level!

Audio:

  • Background
    • Main menu music (Kevin)
    • Ambient wind during levels (Marcin)
    • Crickets chirping (Jonathan)
  • Sound Effects
    • Shuriken thrown (Kevin)
    • Gong when beating a level (Kevin)
    • Crates being pushed (Marcin)
    • Torches burning (Marcin)
    • Enemy alerted (Jonathan)
    • Falling down sound (Jonathan)

UI:

  • Main menu (Kevin)
  • Pause menu (Kevin)
  • Lock-on indicator (Kevin)
  • Tip text (Marcin)
  • Tip text theme adjustment (Kevin)
  • Better win/lose message (Marcin)
  • Improved lighting to better see player character (Marcin)
  • Start phrase (Jonathan)

Assignment 7

Ready-to-play Download:

Demo:

Get to goal by avoiding enemy AI path, extinguish torches in your path by shooting them, push crates to jump higher, and platform your way to the goal of first level. Second level (not finished) has archers lined up in firing range that you must avoid when they shoot.

Puzzles:

  • Avoid stationary and moving light sources
  • Push crates to navigate higher
  • Avoid enemy bows (on second leve, lose trigger not implemented here)

Textures:

  • stone wall (Kevin)
  • dirt and grass models (Jonathan)
  • wood crates (Marcin)

Audio:

  • Extinguishing torches (Jonathan)
  • Enemy footsteps (Kevin)
  • Enemy shooting arrow from bow (Marcin)

AI:

  • First level has 2 AI, each patrolling a path (Kevin)
    • AI on grass moves in waypoint loop
    • AI on castle walls backtracks when reaching end of path
  • Second level has archers firing at random intervals (Marcin)

Physics:

  • Particle fire physics on torches (Kevin) and flaming arrow (Marcin)
  • Arrows being shot includes flight physics (Marcin)

Lights:

  • Moving AI holds a hand torch for a moving light source (Kevin)
  • Arrows are flaming and light up path (Marcin)

Animations:

  • Enemy AI
    • shoot bow animation (Kevin)
    • idle lookout animation (Kevin)
    • walk with torch animation (Kevin)
  • Ninja
    • sneak walk animation (Marcin)
    • jump animation (Jonathan)
    • idle animation (Kevin)
    • throw ninja star animation (Kevin)

Rationale:

Enemies are from a medieval-like nation and so they built a castle out of stones. To prepare for the invasion, they scattered their supply crates throughout the castle grounds and are guarding them with nightly patrols. However, the enemy helmets are difficult to see through and so they can only see brightly lit areas usually near torches. As they patrol, they make sounds depending on the surface material they are walking on.

Enemies are also practicing their archery skills and so they've lined up to create a practicing firing range, igniting their arrows so that they can see where it lands as they practice.


Assignment 6

  • Prototype of game