First-person Controller
A full-body first person controller aimed at replicating the feeling and functionality of first-person chapters in Resident Evil games. It was developed by analyzing the character controller in Resident Evil 7, with the assistance of mods, particularly the ‘free camera’ mode, which allowed observation of the character’s functionality from an external perspective. This was also useful for analyzing level streaming management, spacing between the character and enemies (a key aspect of this first-person combat system), and other elements.
Combat System
The combat system incorporates a state-machine driven AI, both shooter and melee approaches, along with a defensive stance and parry skill. It operates on an enemy body part damage system, where each weapon possesses different attributes (such as dismemberment, stun, penetration), affecting enemy body parts in various ways.
Perk System
A perk system with UI handled through Unity prefabs and an interface system. Perks are gatherable items equippable on four body parts and weapons. They offer a wide variety of effects, ranging from dodge skills to abilities like seeing enemy health or detecting them through walls. They can affect movement statistics, projectile physics, fire modes, and attribute modifiers. Each perk affects the weight level, which alters player speed and movement abilities such as climbing or crouching. Perks are purchasable from a merchant via a dedicated UI menu, featuring economy logic.
An interactables system featuring a variety of simple puzzles, including doors requiring keys, safes or doors with randomly generated codes linked to a ‘document’ item, power switches connected to power lines that activate lights, automatic doors, and other elements.