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Cyber Labyrinth

Role

Junior Programmer

Game Summary

You are a first generation cyborg, half man, half machine, created by AlphaTec, the world's leading corporation in cyber security and robotic technologies. After recently waking, you discover that the central mainframe, an artificial intelligence programme has calculated that human extinction is the best outcome for planet earth. Before the machine can attack you need to escape AlphaTec and inform humanity of the threat they face, however things aren't as simple as they seem with Alpha Tec's main facility being a labyrinth of corridors with security drones on patrol at every turn. Don't lose hope though as with your upgrade to cyborg bring new improvements and weapons. Use your skills to outwit the enemy robots and escape before it's too late!

 

Platform

Oculus Rift Virtual Reality

Language

C#

Game Engine

Unity3D

Duration

3 months

Gameplay video

Details

The player is trapped in a maze which is swarming with enemy robots. The player’s main aim is to escape the maze alive. The maze setting is during night time making player visibility very low however the player has a torch light at the end of their weapon which runs on energy and will work as long as there is enough energy available. The energy is self-replenishing and will start to replenish once the player turns the light off alternatively the player can gain a big energy boost by collecting energy power ups. The first type of enemy robots are security drones. They patrol the corridors and will only attack if it detects the player.

 

Security drones have built in machine guns and will fire at the player once the player enters its field of vision. The security drone won’t follow the player but they cannot be destroyed by the player either, instead the player can use their electronic weapon to disable security drones for a period of time. There is another enemy that patrols the maze called the exploding robot. Once it sees the player it will chase after the player and explode when in a close enough range however the player can destroy these enemies with their gun.The weapon is powered by ammo which gets printed then stored. After firing their gun, the player only has to wait a short time before the ammo fully replenishes, also the player can collect ammo packs which increases the maximum amount of bullets stored. The enemies can destroy the player since the player has health. Once the player health reaches zero then the player will be destroyed and the game will be over, everything will get reset and the player will be transported back to the command centre. The player can replenish health by collecting health packs. The maze will be split into different sections, separated by gates. To gain access to other sections the player has to open the gates. To open the gates to player needs to collect to correct key for each gate.

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Extra features 

Command Center - The player will start in the command centre, where they can view information about the different objects in the game (power ups, key cards, enemies, gates). There will also be a map of the maze for the player to see and whilst in the maze the player can teleport back to the command centre at any time.

 

Tips– Within the maze there will be signs to help the player reach their destination.

 

Timer- For a competitive edge, players will have their completion time record and can view their fastest time in the command centre.

 

Glow material– majority of object have a glowing material applied to make them stand out in the game.

 

Sci-fi setting - futuristic stetting with great models, sounds and materials.

Roles

Coding - My role in the project was to develop the AI for the enemies which patrol the maze. There are two types of enemies and creating them was challenging, however representing the AI into a virtual reality game was even more difficult especially as all objects appear dark and hidden.

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When initially creating the enemies, the two different enemies’ tasks were very similar, they patrol a certain area of the map and but crucially they attack the player in different ways. They incorporate similar patrol behaviour and yet being able to react differently when attacking the player. A base class for AI behaviour (EnemyBaseClass.cs) was created from which two classes were derived, one which patrols and shoots bullets at the player (AIScript.cs) and the other (SmartAIScript.cs) which explodes when within a certain range of the player. The AIScript was added to the SimpleScanningEnemy objects, whereas the SmartAIScript was added to the AdvancedEnemyPatrol objects.

Screenshots

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