Psychic Protocol

RoleUI/Generalist Programmer
Team Size6
Development Time2 months
Psychic Protocol gameplay

Contributions

User Interface Development Customization on UI elements. Controller accesibility options. Optimized UI understanding. Game Settings persistent throughout gameplay.
Created and managed assets used. Oversaw quality assurance and bug testing. Created a dynamic main menu. Customization features in the credits menu for designers. Audio management for all sound implementation.

User Interface (UI)
  • Implemented a State Machine for consistent transitioning between menus.
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  • Gamepad support for all in-game menus (which proved more tedious than initially thought).
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  • Player stats design was inspired by Dishonored.
User Interface (UI)
Radial Wheel
  • Working on the Radial Wheel was one of my proudest moments during the project.
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  • Calculates the proper ability by using the angle between the mouse's position and the center of the screen.
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  • When an ability is selected it sends a update to the players current ability and updates the UI accordingly.
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  • Working on the Radial Wheel taught me a lot of things, proper organization, clear descriptions, and especially trying not to over complicate something.
Radial Wheel
Displaying Credits
  • The credits menu behaves similarly to movie credits with the fading on the top/bottom.
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  • A modular implementation of credits where you can keep adding sections if need be.
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  • Giving proper credit to all the assets/components we used was important to our team.
Displaying Credits
The Main Menu
  • "A simple live scene" similar to Portal with randomly switching security cameras.
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  • During our Beta Sprint (2nd Month, 3rd week) I added the suspended entity and some particle effects to help make the scene feel filled.
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  • Fun Fact: The mysterious being (floating rotating enemy model) soon became known within our game universe's God that was spinning perpetually in place in the main menu, potentially providing the powers given to the player.
The Main Menu
Checkpoint Notifications
  • Displayed in the bottom left of the screen and lets the player know they cleared a room.
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  • Checkpoints help the Room Management System know when to load/unload rooms. Similar to implementing an object pooling system.
Checkpoint Notifications
Player Settings
  • Use of scriptable objects to quickly access data across scenes.
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  • To apply user settings the user must apply changes within the menu, otherwise they are reverted to prior values.
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  • The use of proper protection levels on variables helped improve access to variables when needed.
Player Settings
Audio Implementation
  • A majority of entities are customized with 3D spatial audio, helping the players awareness to their surroundings.
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  • Within in-game menus the audio muffles/unmuffles with lowpass filters to provide a stylized effect.
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  • Fun Fact: Enemy sound effects were primarily created via our team members.
Audio Implementation
Reticle
  • The color of the reticle changes depending on the entity/object you are looking at.
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  • Priority of color is assigned by distance, whichever object is hit by the reticles raycast is shown.
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  • Getting the reticle's design to change was a challenge.
Reticle
Directional Hit Indications
  • Calculated by taking the angle between an incoming projectile and the players forward.
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  • Hit indications images are cycled last-in first-out for fading out.
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  • Player hit results in screen-wide overlay vignette.
Directional Hit Indications
Elevators and Scene Transitions
  • Elevators are a transitional point for the player to climb further ahead within the game.
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  • A challenge I had with elevators was with the inside button, which was resolved via storing the last interfacable button.
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  • Timers were used frequently within the elevators as fading the scene in and out to provide a seamless transition between scenes.
Elevators and Scene Transitions

Controller support being shown in active world space UI.

Controller support being shown in active world space UI.

The main menu of our game! I loved working on this part of the project.

The main menu of our game! I loved working on this part of the project.

The player's death screen that they encounter when they die. The animations show a loading in effect.

The player's death screen that they encounter when they die. The animations show a loading in effect.

The settings menu in Psychic Protocol where players can customize their game settings.

The settings menu in Psychic Protocol where players can customize their game settings.

The fully custom radial wheel in action! Each ability is unlocked after obtaining the orb for it.

The fully custom radial wheel in action! Each ability is unlocked after obtaining the orb for it.

One of the puzzles that a player can encounter, this puzzle is found near the start where they are getting used to telekinesis and it's applications.

One of the puzzles that a player can encounter, this puzzle is found near the start where they are getting used to telekinesis and it's applications.

The player unlocking the Telekinesis ability and the UI accompanying it letting the player know the abilities name.

The player unlocking the Telekinesis ability and the UI accompanying it letting the player know the abilities name.

A key terminal found within Psychic Protocol. The player can find keys to progress further with these terminals.

A key terminal found within Psychic Protocol. The player can find keys to progress further with these terminals.

Another type of room where the player needs to place boxes on pressure plates using Telekinesis in order to progress.

Another type of room where the player needs to place boxes on pressure plates using Telekinesis in order to progress.

The status bars that help indicate player health, shield, mana, and current ability. When the player gets hit they see how the hit affected them with the deteoration bar.

The status bars that help indicate player health, shield, mana, and current ability. When the player gets hit they see how the hit affected them with the deteoration bar.

The hit indications on the UI can provide information to the player if they are out of shields and about incoming attacks.

The hit indications on the UI can provide information to the player if they are out of shields and about incoming attacks.

Radial wheel

Radial wheel

Radial wheel in use

Radial wheel in use

Reticle

Reticle

UI states

UI states

Damage fade indicator

Damage fade indicator

Flash damage effect

Flash damage effect

Music tracks

Music tracks