Greek Clash
Watch the gameplay demonstration here on YouTube.
View the GitHub repository for this project here.

Game Overview
Greek Clash is a 3D third-person melee and magic fighting game. The project was made in Unity in a team of 6. The objective of the game is to reach the end of each level and defeat each of the boss battles. As this was a group project, I will only be discussing the areas I contributed to.
Game creation

One of my key roles in the group was to design the original concepts for how the game was going to work. As a result of that, we agreed as a team that I would be the one to plan and manage the project which also involved the level design/creation. After conducting background research and drawing some sketches, I started the creation of the level maps.
Poseidon Boss Battle

Almost all of the Poseidon fight was tasked to me. At the beginning of the boss fight, the room is filled with water but the wooden tables are still floating. The player uses those tables to navigate the room to either dodge Poseidons attacks or to attack him. There are certain set places around the room which Poseidon can appear. After Poseidon has finished launching his water ball attacks at the player, he will slowley submerge back under the water and will reamerge from one of the set locations at random. This process continues until the player is able to get Poseidon down to half health where the water will change colour to red and now deal damage if touched, making this stage harder for the player.
Randomly generated tower

For one of the levels, we wanted a parkour asepct where the character has to make his way up a tower to escape a rising pool of lava. When deciding how to best make it, we thought it would be good to have it randomly generated. For this to work, I created some pre-made chunks which the level would randomly select from, to instantiate in the correct next position when the player reached a certain point. The level was also designed to remove old chunks once they were under the lava.
Learning Experiences

This project was great for learning how to work as a team over a long period of time, especially remotely during lockdown. It was also great to explore ways of making boss fights interesting and unique.
Example coding areas involved:
- Random level generation
- Player statistics (health, armour, energy)
- Singletons
- Helped with pickups and weapons
- Enemy movement
- Checkpoints
- UI
- Helped with animation states