Flint and Steel

About

Flint and Steel follows the journey of Scally Wagburn, a rookie pirate with big dreams. Alongside his trusty companion, Flint, Scally sets off in search of the "Legendary World-Renowned Gold-Plated Ruby Hook". Along the way, they cross paths with Steel, who joins their quest. Together, the trio must face off against the infamous Captain Bucky Neerwater and overcome the dangers of the high seas to claim the legendary treasure!

In Flint and Steel, players must cleverly use Flint, the grappling hook, and Steel, the sword, to defeat enemies, solve puzzles, and navigate the world on their journey to uncover the World-Renowned Gold-Plated Ruby Hook.

Project Info

Role: Lead Programmer

Team Size: 5

Development Time: 4 Months

Tools : Unity, C#, 3DS MAX, substance painter

My Roles

Core Development - Designing and implemented key mechanics including the player controller, gameplay loops, player combat system.

Bug Fixing - Identified and fixed a wide range of issues including gameplayer mechanics, input systems, UI and environment interactions for smoother gameplay.

Collaboration - Collaborated with the art team to integrate assets and maintain a balanced game play.

Project Planning - Worked with the team to develop project plans and ensure tasks were completed on time and within deadlines.

Throughout the development of Flint and Steel, I contributed to multiple areas of the project, with a focus on gameplay systems and technical implementation. Below are some of the key features I worked on

Player Controller

Set up the core player controller, including movements, jumping, running, attacking and ziplining. I developed a physics-based system that allowed for natural character movement

Player Attacks & Shader Control

Implemented the sword attack system, allowing the player to aim and strike using mouse input. Also, handled the visual effects such as fade- in and fade out of the weapon and other game elements by manipulating shader values through scripts

UI & Environment Programming

Implemented UI elements such as coin pickups and the pause menu. Also worked on environment programming, including the collapsing platforms and destructible objects.

Lead Programmer - Coordinating tasks, helping other with script development and ensuring code quality and consistency

3D Modelling & Puzzle Design

Designed puzzles to increase player interaction. Also created 3D models for various in game objects such as trees coins, ropes and more.

Level Deign & Boss Ai

Designed the layouts of the levels, balancing how difficult each level is and also implemented the boss AI behavior, scripting the attack patterns movement, and interactions for better immersiveness