Creative Work

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Black Star

Project Overview

Black Star is an action game that immerses players in the role of an intergalactic spacecraft captain. Players must use their piloting skills to navigate deadly obstacles while collecting valuable galactic gold and power-ups. The mission is clear: avoid obstacles to reach the destination with as much gold as possible before running out of fuel.

Project Details

The game includes three levels, each escalating in difficulty. Players start by entering their names and are given three lives along with a full fuel tank. The levels are displayed at the centre of the screen, with the remaining lives and fuel status shown in the top-left corner and the player's score in the top-right corner. Launching and landing pads serve as the origin and destination points for the spacecraft. Additionally, coin and fuel tokens appear randomly throughout the levels, allowing players to increase their score and replenish their fuel supply. The player with the highest score at the end of the game is recorded as the top player, encouraging others to surpass their achievements.

Development
Team and Collaboration

I independently developed this application, relying on tutorials and extensive self-learning. The project's completion highlights my dedication to mastering new concepts and technologies.

Key Responsibilities
  • Mechanics: Designed and implemented interactive elements and user interfaces using C# in Unity3D.
  • Input System: Developed and integrated input mechanics to manage user movement effectively.
  • Scene Management: Created the game flow in an application state and ensured data persistence across scenes and user sessions.
  • Visual Effects: Designed custom shaders using Unity's Shader Graph tool.
  • Version Control: Established and maintained best practices for version control using Git.
  • Optimisation: Improved code efficiency by adhering to coding best practices and resolving performance issues through debugging.
Challenges

Ensuring the game performed consistently across PC, mobile, and WebGL platforms required extensive testing and adjustments for screen sizes, input methods, and performance capabilities. Optimising the game involved identifying and resolving memory leaks and ensuring efficient code execution. Finally, implementing a reliable data persistence system across multiple scenes and user sessions was also challenging, particularly in maintaining the integrity of the player's progress and scores.

Outcomes