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Seth's Wrath
Third-person action combat with real timing windows, per-target hit registration, and a four-attack boss driven by Unity Behavior Graph.
- C#
- Combat Systems
- Game AI
- NavMesh
- Unity
Systems implemented
- Three-hit combo with real timing windows. Input that arrives too early or too late breaks the chain — the combo is a state machine over time, not a counter that increments on every click.
- Per-target hit registration, so a single swing cannot double-damage the same enemy across frames while its hitbox remains overlapping.
- Angle-gated blocking — a block only counts if the incoming attack falls inside the defended arc, which makes facing a real decision.
- NavMesh pathfinding for enemy navigation.
- Boss logic driven by Unity Behavior Graph, with four distinct attacks: a stomp, a jump attack, a summon capped by a live-minion limit so the arena cannot be flooded, and an area-damage meteor barrage.
- Full game-flow state across menu, play, death and victory.
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.