Game ProjectTotal Kollateral Zero Zero
Total Kollateral Zero Zero is a multiplayer third-person shooter I developed while working at Playfellow Studio. Inspired by classic Call of Duty titles, it features a cel-shaded art style, level-based PvP maps, and co-op missions. The project has since been shelved while Playfellow focuses on other projects.
GameplaySee It in Motion.
Enemy Difficulty
I programmed enemies that take cover when they spot the player, then emerge to shoot. To make combat more challenging, they actively spread out while moving and searching for cover, only taking cover near one another when necessary.
Mission Objectives
I built a campaign mission system that supports multiple objectives, including reaching a location, eliminating a set number of enemies, and planting or defusing a bomb.
I also implemented character spawners for friendly and hostile characters, along with doors that activate when specific objectives are completed. These systems make it easy to assemble mission maps.
Objectives can also transition into new tasks. For example, planting and detonating a bomb can trigger an escape objective. Objectives can use interchangeable models, allowing a bomb to be replaced with something like a USB drive and a laptop for a different mission.
One enemy decided to attempt a melee attack while I was demoing this. I couldn't bring myself to remove the particularly brave bot from the video.
Bot Fight
I developed AI for a mode where players fight alongside and against bots in PvP rounds. The AI adapts to each game mode. In One Shot mode, where everyone effectively has one health point, bots prioritize aggression over taking cover.
Other modes included Capture the Flag, Conquest, and Team Deathmatch. In objective-based modes, bots navigate to points of interest and complete tasks such as capturing points. In Team Deathmatch, they divide into three lanes and attempt to flank the opposing team.
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