René Adam-Richer
Game Programmer
Neon Nightfall is a Rogue-Like Rail-Shooter inspired by StarFox 64. My goal was to apply my accumulated Unity knowledge in the context of a game. I also focused on developing an aesthetic that would enhance marketability.
  • Solo Development
  • Focus on Gameplay Loop
  • Procedural Level Design
  • Unlockable PowerUps
  • Achievements

Completion: Dec 2022

Work Time: 4 weeks

Platform: Unity 3D

GAMEPLAY
MOVEMENT AND OBSTACLES
All obstacles are procedurally generated. The player must skillfully move around and dodge them.
I put a lot of attention into the controls to make them feel tight and engaging. The player can move around, tilt the ship to maneuver past obstacles and barrel roll to dodge and obtain speed boosts.
FIGHTING AND COLLECTING
The player has two main weapons, lasers and bombs. They can use whichever fits their situation better.
During a run, the player can collect points by killing enemies or grabbing certain items. Those points are then converted to gold at the end of the run, or when the player dies.
UPGRADING AND ACHIEVING
Once the player has enough gold, they can buy upgrades from the shop. Those upgrades will become available as drops in the following run.
More gold can also be earned when the player successfully completes specific achievements.
VICTORY AND DEFEAT
The ultimate goal of the game is to beat all the bosses after completing certain skill challenges.
Multiple defeats are inevitable as the player learns to refine their strategy and master the controls.
DEVELOPMENT
VISUAL AESTHETIC
I employed various shaders and Post-Processing effects to achieve the Synthwave aesthetic.
A lot of time was spent fine-tuning different settings to have a visual that would match the music and feel I wanted for the game.
UNITY EVENTS
I used Unity Events to facilitate the quick configuration of GameObjects and behaviors.
For example, I made a configurable TriggerHandling script to easily configure what would happen once the player's hitbox enters another GameObject.
I used the same principle to configure bosses phases.
COMPOSITION
I also experimented with the idea of composition to communicate between GameObjects information.
When a Unity Event is triggered, the whole object is transferred through the Event. The receiver verifies whether the object is composed of the required script before executing the rest of the script.
CLOSING THOUGHTS
The main thing I want to say about Neon Nightfall is visuals, visuals, visuals. I worked hard to make sure the game was visually engaging and immersive, and I think it shows.
I definitely plan to continue working on this project by adding more bosses, enemies and perhaps even making it into a different type of Rogue-Like. Stay tuned for more Neon Nightfall!
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