top of page

All Hail the Heat Death

Unity-Logo-White.png
C_Sharp_logo.png

All Hail the Heat Death is a 4-player isometric black hole shooter about skeletons. Faceoff in a race against time to get the most kills and win the game.  Bullets that collide create black holes. Black holes that merge create bigger black holes. Once a black hole reached critical mass, the level ends!

​

Team Project at Vancouver Film School  

​

My Role: Gameplay & Audio Programmer

​

​

​

​

What I Did: Player Controller, Shooting & Score system, Blackhole mechanic, Weapon Functionality, Animation, UI & Audio Implementation

 

​

​

The biggest feature of this game was the black hole mechanic.  When two bullets from opposing players collide, a black hole forms and will slowly grow during the game.  Bullets and players that pass too closely will be affected by a gravitational pull based on the size of the black hole.  Using Unity's built-in point effector system in combination with a customized black hole physics script I was able to achieve the desired effect. The other biggest feature was the scoring system.  I had no previous experience with multiplayer games and it took me a while to design a scorekeeping script that could properly store the players' scores through each level and announce the winner at the end before resetting for the next round.  

heatdeath_pic1.png
Challenges

One of the biggest challenges of this project was dealing with local multiplayer.  It was my first time designing and testing for this system in addition to juggling the rest of the programming necessary for the project.  We were only given one month to complete the project in its entirety and it was a very fast-paced, high-workload experience.  However, since I was the only programmer, I feel that it boosted my skills and confidence in my Unity C# abilities that no other project could have.  For myself and many of my teammates, it was our first time working in a team-based project with such a quick deliverable time.  This caused some ups and downs as far as planning, scope, and polishing for the game, but we are so proud of the result and how much fun the game turned out to be.  

©2019 by Alexandrea Shackelford. Proudly created with Wix.com

bottom of page