Rogue Cybernetics




Rogue Cybernetics started as a class competition and the capstone project for my graduation. I was fortunate enough to win enough votes and be chosen by the professors to move on from solo prototyping to creating the project with my peers. Finally competing against the other projects that were chosen alongside mine. My main contributions were the hit detection systems and their interactions, Level design and adjustments after many playtests, Encounter set ups in the first level and adjustments to the later levels, Lighting, and finally barrels its a game of course you'd have explosive barrels of different kinds.
I spent lots of my time focusing on the level design in the project assisting with other team members levels where I could the most challenging thing was that we had a jet pack and needed to gather parts for a jet. Many times the jet pack made progression difficult to set up since many places the player simply flew over or past the needed items. We remedied this by adding gates and level interactions that would trigger after the player had gotten the needed items in each sections. Locking a garage door moving boats around and busting open crate doors were some of the ways we tested these fixes.
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At times the hit detection wasn't working with projectile based weapons so we had to redesign our weapons and feedback using line and sphere traces to accommodate. This become increasingly challenging as we were running out of time at this point to create vfx like smoke trails for the weapons.
If I were to come back to this project I would work on player feedback, Communication, and finally the behavior trees. These were some of our weakest links to the projects success and while we completed the game and it is playable it can always improve.