
Progtober (programming + october) brings together many different prototypes of gameplay mechanics made in a short period of time.
This project was made during my second year of game programming studies at IIM.
It's the result of a month's solo work. My goal was to explore new game mechanics of all kinds, from car games to fps.
My Contribution
For this project, I experimented with a lot of mechanics, trying to make some of them more enjoyable by integrating a little more gamefeel.

Car Controller
Reproduced the basic controls of a racing car.
To do this, I used Unity's wheel collider. However, I've added a few elements such as visual details (for example, the steering wheel turning), a tire wear syste and localized damage inflicted on the vehicle in the event of impact, which can result in the loss of wheels.
Moreover, up to two players can control their cars in local mode on the same screen.
The main difficulty was to find the right values for the vehicle's physics, so as to give a pleasant feeling of control.
Fps Controller
Made a basic Fps controller with several additional elements.
These include the ability to carry different weapons, each with their own particularities (number of bullets, fire's rate, ...), game feel elements such as recoil and reload animations done in code on the revolver, a grenade that can bounce off walls before exploding, bullet impacts on walls and particles that change depending on the nature of the object hit to add feedback.


Time Reverse
Did a system to reverse time for a few seconds.
This system keeps track of the position and rotation of objects, as well as their velocity, so that you can keep track of their movement while having fun going back in time and resetting it.
As it can't record an infinite amount of data, the ability to go back in time is limited.
Procedural Maze and Navigation
Here I wanted to practice with NavMesh in Unity.
To do this, I first tried to create a maze procedurally, so as to have a good example for testing this system. The maze is created as soon as the game starts.
I then added a character controlled by Unity's NavMesh system, which will then navigate the character through the maze to the destination selected by my mouse.


Pool
Experimented with 2D physics by making a 2D billiards mini-game.
The game features balls bouncing off the edges and against each other, a billiard stick that lets you adjust the power and direction of the shot, and a way to make the balls fall into the holes in the table.
Various small mechanics
Here I've been practicing some nice mechanics from games I've already seen. There's a ball-throwing system to destroy a building in front of you, the possibility of stacking cubes in a three-dimensional grid, a game of bubbles to connect in order to destroy them, and some experimentation with Unity features that I had just discovered.


Side / Top Down Shooter
To keep practicing my ability to reproduce different controllers, I did the basics for a side shooter and a top down shooter.
This includes player movement and the ability to shoot in a direction.
However, for the side shooter, I chose to make a static player, inspired by other games.