William Boudreau
Plunderin'Pete
Plunderin' Pete is a top down shoot'em up with a pirate theme. I made this game alongside fellow student and one of a kind artist Will Conrad. The development took place over 3 months and features the following mechanics, all programmed by myself.
Development:
Here are a few facts about Plunderin' Pete:
Upgrade System
This system has six upgrades that let players customize their experience as they make their way through the level.
​
At first, I tried using one class with an Enum to map upgrades to player stats. But keeping track of everything during debugging and tweaking individual stats was a nightmare.
​
So, I switched to a setup where each upgrade has its own script, and each script only changes one specific player stat.
​
Now, the system works with a manager and seven upgrade scripts and has become much easier to debug and expand upon.
Wave System
There are a total of 3 different waves in Plunderin' Pete.
​
The initial wave spawns by finding a appropriate position that meets the following criteria:
-
Within the Rect bounds
-
Another enemy is not currently occupying that position
-
The player is not within the range of 10 units from the spawn point
After it meets this criteria the enemy, depending on the wave and check point will spawn in the rect and move downwards towards the player.
​
This system is handled by 1 wave manager and 1 spawn manager