Jack Nulty 4th Year Project 2025
Extermination Protocol is a 2D top-down isometric shooter, drawing inspiration from titles such as Vampire Survivors and Enter the Gungeon. The game emphasizes strategic survival mechanics and dynamic combat scenarios.
The primary objective is to endure relentless waves of enemies that exhibit coordinated horde behaviors and adaptive pack dynamics, challenging the player's tactical decision-making and reflexes.
Players control a character capable of free movement across the map, with the ability to aim and shoot in any direction, enabling precise control and fluid combat interactions.
The Enemy Horde System is a dynamic system that spawns a horde of enemies composed of various enemy types, each with unique behaviors. The system includes advanced AI behaviors such as dynamic leader adjustment, where the leader of the horde can change based on specific conditions. Enemies exhibit behaviors like fleeing, attacking, and following the leader, creating a challenging and engaging gameplay experience.
Before the horde begins moving, the enemies form into organised patterns such as a grid or a cluster or circle, adding a strategic element to their movement. This formation phase ensures that the horde appears cohesive and intimidating before dispersing into their individual behaviors.
The SFML Particle System enhances the visual effects of the game, providing dynamic and customizable particle effects for various in-game events. This system allows for the creation of visually stunning effects such as explosions, smoke, and other environmental interactions.
The SFML Particle System was implemented from the ground up using the SFML library. A Singleton Particle Manager was designed to efficiently handle the creation and management of multiple particle systems. Each particle system is highly customisable, allowing for dynamic behaviors and visual effects based on specified parameters. This system enhances the game's visual fidelity and provides an immersive experience for the player.
The Weapon Inventory System allows players to seamlessly switch between multiple weapons using a hotbar interface. This system provides a dynamic and intuitive way for players to manage their arsenal, ensuring quick access to different weapons during gameplay.
The hotbar visually displays the currently equipped weapon, enhancing user experience and enabling strategic weapon selection to adapt to various combat scenarios.
The Scene Management System is a robust framework that allows for the efficient management of different game scenes, including menus, gameplay, and pause screens. This system ensures smooth transitions between scenes, enhancing the overall user experience.
The Scene Management System was designed to emulate the functionality of the Unity Scene Manager within the SFML framework. This system enables seamless transitions between different game scenes, such as menus, gameplay, and pause screens, ensuring a smooth and cohesive user experience. It provides a structured approach to managing game states and resources, enhancing the overall efficiency and maintainability of the game's architecture.