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Echoes Between Dimensions
Hybrid third/first-person shooter built around a seven-state enemy AI machine, camera-mode switching that preserves look direction, and a weapon heat model.
- C#
- Game AI
- State Machines
- Unity
Systems implemented
- Enemy state machine with seven states — sleep, wake, chase, attack, lose target, patrol, back to sleep — plus stuck detection, so an agent that fails to make progress recovers instead of grinding against geometry.
- Camera mode switching between third and first person that preserves look direction across the transition, rather than snapping the player to a default orientation.
- Root-motion CharacterController movement, so animation drives displacement and foot contact stays believable.
- Line-of-sight and range-gated scanner interaction on a timer — the interaction only resolves while the target stays visible and in range for the full duration.
- Weapon heat and overheat system, which converts fire rate from a hard cooldown into a resource the player manages.
- Health, death and respawn flow, and a minimap.
Built for ECE4208 (Game Programming). All gameplay scripts, systems and animation state logic are mine; models, terrain heightmaps, particle prefabs and animation clips were supplied by the course.