HELL, MY NAME IS BUBA
Experimental Mechanic: Geometric Environmental Persistence
DESIGN OVERVIEW
PROJECT STATUS: Shipped (Game Jam Entry)
Developed for a high-intensity game jam, Hell, My Name is Buba served as a technical proof-of-concept for **persistent systemic combat**. The project aimed to disrupt the traditional arena shooter loop by making player resource consumption (spent ammo) a permanent factor in the level's layout.
By architecting a system where spent ammo casings are instantly converted into fixed, physics-compliant geometry, the arena undergoes a **Geometric Evolution**. As rounds progress, the layout shifts from an open floor to a dense, cluttered battlefield, forcing the player to adapt their movement and strategies to the very cover they created.
INNOVATION MILESTONES
- Persistent Geometry Logic: Engineered a custom script that transforms temporary VFX (spent shells) into permanent, collidable level geometry without impacting performance.
- Dynamic Cover Systems: Designed the combat loop so that high-aggression play creates more defensive opportunities, balancing risk and reward systemicly.
- Sensory Implementation: Owned the creation and implementation of SFX logic to ensure the mechanical "clink" and weight of the persistent shells enhanced the tactile feel of combat.
- Collaborative Pipeline: Acted as a central technical designer, bridging the gap between general programming and SFX to ensure a cohesive player experience.
