Play as the delinquent girl gang leader Mizuki, who’s got a personal vendetta against the sinister mega-corporation Pacific.

Fast Paced Bouncy Combat

Pacific Takedown is a top-down pixel art action game set in a cyberpunk future. Pacific has been slowly destroying her cozy seaside town, polluting the waters and taking all the people away from their brutal work schedules. Mizuki has seen enough! Armed with her metal baseball bat, she busts her way into the Pacific headquarters and decides to take matters into her own hands, smashing robots and discovering more about the nature of the company.

Pixel Art Melee Brawler

Pacific Takedown was a Semester-Long project where I worked with a team of 8 other students from New York University to create a unique combat experience with polished and juicy visuals. During this project I was the lead programmer as well as the lead audio designer and composer.

During this Project I was in charge of:

Programming:

  • Concepting and Integrating a unique combat system that incorporates combat with physics.

  • Integrating and scripting art assets into the project.

  • Implementing Enemy combat AI and pathfinding.

  • Implementing Juice and Polish such as health bars, screen shake, white flashes, etc.

The enemy then goes into a Windup animation, which the animation then calls an event in the script to actually lunge at the player.

One of the important things in this game is being able to attack in all directions depending on the position of the mouse.


We first find the vector of our mouse position and our player position and subtract them to see which direction the player is looking. We then normalize it and eventually convert it into an angle to be used later.
Later in Fixed Update, we use this angle as a quaternion for the object that rotates around the player and dictates where they attack.

Audio:

  • Creating unique bit crushed sound effects to fit into a pixelized world.

  • Integrating 3D positional audio using Wwise.

  • Mixing and Mastering audio using Ableton.

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