Sign reading 'Red Circuit Rebellion' with laser beams and stage lighting in background.
Game Project

Red Circuit Rebellion

Red Circuit Rebellion is an arcade-inspired mech shooter by Otisco Studios, built around fast combat, fully destructible environments, adaptive enemy swarms, and replayability. Players upgrade their mechs through shops, improving stats or unlocking abilities as they fight increasingly difficult waves of enemies.

Find the game here on Steam!

Gameplay

See It in Motion.

Final Product

The trailer showcases the core gameplay loop: destroying environments, defeating increasingly difficult enemy waves, and upgrading the player through stats and abilities purchased at shops.

Enemy Mech

The first enemy I programmed was a basic mech that mirrors the player's capabilities. It shoots while circling the player, switching to melee attacks at close range. Below 30% health, it also has a chance to charge the player and self-destruct, potentially killing them if left unchecked.

I also developed some boss variants, such as one which uses its large health pool to protect nearby enemies, and one retreats to heal at low health, forcing the player to pursue it.

Flying Bomb

I created a flying enemy whose sole purpose is to seek out and destroy the player. Navigating large, destructible environments presented a challenge because these enemies could become stuck among debris.

To resolve this, they attempt to navigate around, over, or under obstacles. If they make no progress for a set period, they teleport behind the player at a sufficient distance to appear as though they spawned naturally.

Drone

The drone was one of my favorite enemies to develop. It circles the player naturally, rises and falls to make itself harder to hit, and fires in bursts. Although it has relatively low health and damage, it changes direction every few seconds, making it difficult to target.

I also developed boss variants, including one that spawns an army of mini-drones and another that periodically turns invisible. Like the flying bomb, the drone uses pathfinding to reach the player before entering its circling behavior.

NPCs

I implemented human NPCs that react to the player and nearby gunfire by fleeing to safety. They can also be configured to patrol or perform idle animations, such as sweeping.

For added realism, NPCs have a small chance of tripping while running, leaving them on the ground for about five seconds as they recover.

NPC Animation

To expand beyond my usual programming work, I set up the NPC animation graphs for idling, walking, running, tripping, falling, and crawling, including transitions between states. This involved passing state variables into the animation graph to control the appropriate animations.

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