Welcome to My Senior Design Project

"Perspective Switching RPG Roguelike Video Game"

FPS Switcher

About My Project

The concept of this game involves constant switching between two perspectives: a first-person perspective like Call of Duty and an altered third-person perspective (emulating 2D), similar to platforming games like Mario.

This game I worked on was built on the Alteruna FPS game template, in the Unity game Engine.
Gameplay demo of the project Another gameplay demo
I faced many setbacks and challenges while designing this project, including unfamiliarity with the engine I ran it in, inexperience with C#, the language that the scripts were in, and the general overall learning curve that comes with using new tools. Gabriel Murphy - Senior Design Project

Week 3: Exploring the 2D Game Template

During week 3, the focus was on running the 2D game template and exploring its scripts and functionalities. This workspace proved user-friendly, with manipulable elements that didn't require extensive scripting.

Week 4: Learning Perspective Switching

Week 4 was centered on tutorials about swapping perspectives in Unity. The decision to use 1st and 3rd person perspectives instead of 2D assets was made in order to maintain functionality and simplify model selection.

Week 5: Experimenting with SDKs

I focused on the tutorials for the SDK and template that I worked on in the previous week, and attempted to get said SDK running. The tutorials were very helpful and I learned a lot, and made a lot of progress on the project after watching them. I had a few hangups with the process, but nothing that made this step impossible or made me unable to finish it.

Week 6: Debugging and Camera Perspectives

This week saw significant challenges, as the textures for models turned pink due to a project type mismatch. After extensive debugging and community support, the issue was resolved, allowing work to continue on perspective locking. Attached is a link to my before and after I was able to resolve the issue and get it to work

Texture Issues

Week 7: Camera Control Challenges

Efforts were directed at camera manipulation and asset importing. Despite some setbacks in camera control scripts, progress was made on other aspects of the project. Some of the things I tried are referenced in the picture below. A table I made during the testing phases

Week 8: Script Adjustments

Modifications to various scripts, including camera controllers, were explored to improve functionality. The realization that simpler built-in UI options could address camera adjustments marked a key learning moment for me, and at that point became what I would focus on attempting to use in the following week. The picture here represents the portion I am referencing. UI Reference Focus

Week 9: Camera Perspective and Character Models

During the final week, great strides were made in achieving a working camera perspective and importing character models. These advancements were supported by visualizations and diagrams of axis and camera positions. I attached some pictures to show the progress I made during this week.

The following video shows the process I went through of learning how to add models. This particular video shows me explaining and providing a tutorial of how to add a bridge asset, but the steps are universal for all assets.

Importing Assets

Imported Ninja Model

Other Perspective of the Ninja

Finally Making the Perspective Switching Work

This video showcases the breakthrough where I successfully implemented perspective switching. It demonstrates the smooth transition between first-person and 2D or "2nd Person" views in real-time gameplay. The long term dream for this was to allow for 2D and 1st person perspectives alike to be used in a way that made for task solving and puzzling completion.

Gameplay Launch From .exe

This video demonstrates the full gameplay experience when launching the game from the compiled .exe file. It highlights performance, visuals, and user interface. It demonstrates asset importing through the castle and church that are both included in the scene, as well as the Alteruna gun and model. The user interface is easily accessible and navigable through the use of either the mouse, or arrow keys.