Developed the game as the sole developer.
Developed player movement designed around sneaking around and ambushing enemies.
Developed player actions such as throwing grenades and shooting.
Created a fog of war system where the user is only able to see objects in the player's top-down view.
Implemented a sound representation system where the player is able to see sounds (footsteps, explosions, etc.) through the fog of war.
Developed wall hug system so that the player is able to hide behind cover.
Created a complex enemy AI system with multitudes of reactive systems.
Created all 3D models and UI.
Simple, easy to implement patrol system using Unreal Engine's splines.
Communicative features where an enemy can alert other enemies on the presence of the player.
Chase mechanics where the enemy can chase and shoot the player.
A reactionary feature where the enemy will take cover behind an object when shot by the player. (Will only hide in places where it is ensured that the player can't see it)
Search sequence where the enemy will search more thoroughly based on suspicion levels
Detection system where an enemy can see other dead enemies an initiate a search sequence.
View and learn more about this project on GitHub.