Shade's Peak - Projectiles Part 1


Hey there, I'm one of the game's programmers. And I've worked on mostly gameplay elements and here I'll talk about two things which I've been working on, the game's projectile system. I will currently discuss about the design and show the code behind a few of them here.

Creating the Six Projectiles

Originally, we were only supposed to have a single projectile, however I had the idea of allowing the player to use a soul to give a special effect to their projectile while talking with the rest of the team as we were split on whether to have the default projectile cost a soul. I was against this idea since the normal projectile was supposed to be the player’s default attack and if it did have a cost then it would cause the player to become a sitting duck if they had no souls. So, the idea behind my plan was to create two projectiles, a normal with no soul cost, and a powered-up version which did cost the souls. 

The Triple projectile was the original powered up version. The idea I had was to make it fire at a forked path with each of the side projectiles being fired at a 45° angle from the player. However, this did not originally work as I intended as this was close to useless in close quarter combat and unless you were in a room with multiple monsters then the normal projectile would suffice. So rather than this iteration the Triple projectile was just three weaker projectiles being fired in quick succession. The Triple projectile later merged with the Destruction projectile.

The next projectile I designed and implemented was the Rapid one. The idea of the Rapid projectile would be to allow the player to deal a significant amount of sustained damage at the cost of a soul per shot. This was done by implementing its own special cooldown coroutine which took the original attack cooldown and halved it by five. However, once we swapped the firing button from click to hold the projectile became a bit too strong which is why I toned down the cooldown halving factor from five to three. The Rapid projectile was later on merged with the Piercing Projectile.

Afterwards the next projectile on the list was the Violent projectile. The idea behind the Violent projectile was that it would work the same as a normal projectile but also apply knockback to it. Since we would eventually implement melee enemies then this would be an optimal choice for the players who wish to keep a distance from them as the melee enemies will be significantly faster than the player themselves thus making kiting to be difficult. In addition, since visually the projectile was too like the normal projectile then I swapped its particle effect color to yellow.

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