
Unity Projects
My projects created for my game genre development course. Utilizing C#, Visual Studio, and other programs, I was tasked with creating a project for a specific genre. These are the current versions of what I have that I will add upon with art and a refinement of current mechanics.
Overpowered
A side-scroller where combat and movement are combined into a single mechanic.
In this game, you jump on enemies and attack them in order to move and complete levels.
Things I learned:
The finicky nature of Rigibody physics.
The nature of triggers and colliders.
Level Design fundamentals.
Better time management capabilities involving producing art.
The need for better methods for handling menus without changing levels.
Link to Game Build
Link to Github Repository
https://github.com/GarrettMcNaLang/OverPowered_McNamaraLang_GGD
DogFight
A Galaga-styled shoot-em up where you play as a WWII fighter.
The player will be able to move left and right and be able to shoot and fight enemy planes.
Things I learned:
Object pools for my enemies and projectiles.
Polymorphism and inheritance.
Event systems and Actions.
Enemy AI.
Game Management for game rounds and menus.
Needed better art software than GraphicsGale.
Link to Game Build
Link to Github Repository
https://github.com/GarrettMcNaLang/DogFight_McNamaraLang
Cubement
A puzzle game inspired by the puzzle game Gem Setter by OneFin.
The player will be a cube, who's goal is to move perfectly onto a checkered space in each level.
Things I Learned:
Movement systems for WASD keys.
Tilemaps for placing prefab gameObjects.
Art in Aesprite.
The Power of OnTriggerStay.
Systems for detecting surfaces and allowing specific functionality.
Link to Game Build
Link to Github Repository
https://github.com/GarrettMcNaLang/CubeMent
ParaNightmare
A 3D first person shooter where you hunt and eliminate ghosts using a flashlight.
The player's goal is to eliminate all the ghosts and proceed to the exit.
Things I learned:
Universal Render Pipeline (URP) and lighting.
Cinemachine plug in for first person camera movements.
To be wary of using cinemachine without considering other cameras.
Unity 6 and the Enhanced Input System.
Incorporating sounds and editing sounds in Audacity.
Using ProBuilder to create the main level.
How to reset a level upon exiting the game (a last minute process that will be improved upon in the future).
Link to Game Build
Link to Github Repository
https://github.com/GarrettMcNaLang/ParaNightmareProject