Project Title
Project Type

Game Covers
What is a cover?
"It's sort of like how musicians start by 'covering' their favorite artists before writing music of their own. In the process of mastering someone else's work, a musician develops a slew of new techniques, as well as a better understanding of why that track works the way it does."
-Chadly Cable
TOOLS:
Unity, C#
LENGTH:
6 weeks
SYSTEMS:
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Looting & Inventory System
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Quest System
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Online Networking & 2D Physics
World of Warcraft
Intro
World of Warcraft is a game that needs little introduction. Widely cited as one of the greatest video games of all time, WoW broke records as the most popular MMORPGs (peaking at 12 million subscribers) and one of the highest-grossing video game franchises of all time. As one of my first real gaming experiences, to say that I was blown away the year of its release (and many to follow) would be an understatement. But I'm getting ahead of myself-
Hello, my name is Smith Moessinger, and I'm a WoWoholic.
I'm in recovery, (at least for now), but for the first 6 years of its release, World of Warcraft was my home away from home, and has forever influenced the way I design games. From its immense world design to its alchemical transformation of traditional RPGs, World of Warcraft has charmed, bewitched, and befuddled me. This was one small project to better understand it.
Game Overview
World of Warcraft is a massively multiplayer online role-playing game or MMORPG. Similar to other MMORPGs, the game allows players to create a character avatar and explore an open game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, and interacting with non-player characters (NPCs) or other players.
Loot System Overview
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Cursos UI
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Cursor changes when hovering over a bootable item or enemy ​
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Loot Window & Item UI
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Loot window opens with the mouse positioned hovering over the first item ​
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Loot window stays open until the window is closed or everything is looted
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In current-gen wow, a standard-setting is to auto-loot all items
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When the mouse hovers over the loot item, it displays a window with the name and price, anchored in the top right corner.
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Inventory Item Data
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Type ​
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Identifies what the item can be used for. Ex. Crafting Reagent, Consumable, Equipment. ​
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Quality
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Items are color-coded to identify how valuable it is. Poor - Grey, Common - White, Uncommon - Green, etc.​
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Drop Rate
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Range of how likely an item is to drop. In current wow this is tied to level. Quest-specific items require that quest to be active.​
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Other
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Name, icon, sell price & maximum stack ​​
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Inventory System Overview
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Bags
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Default Bag (Backpack) can not be moved or changed
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Bag Slots
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Players have 4 additional bag slots. Additional bag slots can be equipped and swapped out at any time.
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Slot Type
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Items have a slot type that determines where they can be placed. Ex. Gloves can be placed in the hand slot, bags can be placed in a bag slot. ​
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Programming Overview
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UI layout groups for loot windows, sub displays, and inventory panels.
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Selective masking for item sub displays so they can render outside the loot window layout group.
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Prefab instantiation based on enemy loot parameters.
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Scriptable objects with enum types to store item data.
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OnHover functionality to determine mouse activity.

Ghost of Tsushima
Placeholder
Intro
There were a lot of beautiful games in 2020, but Ghost of Tsushima was by far my favorite. The story was rich and deep, the gameplay was elegant, and the visual style proudly bore the influence of one of my favorite directors, Akira Kurosawa. Simply put, Ghost of Tsushima was addicting, and I made it my first priority upon finishing to cover it, specifically its quest system.
Game Overview
Ghost of Tsushima is an action-adventure stealth game played from a third-person perspective. Featuring an open world, it follows a samurai on a quest to protect Tsushima Island during the first Mongol invasion of Japan. The game features side quests and non-playable characters with which the player can interact.
Quest Gameplay
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Travelling to locations ​
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Colliders trigger dialogue object ​
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Examine items and clues
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Distance from object to show display ​
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Managing new object interactions when another objects interaction is in progress
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Programming Overview
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3rd person character controller and a custom camera script
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Display system for interactable objects
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Effect system for interactable objects (dialogue, camera)
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Objective system - showing objective markers in the world and having new objectives unlock when you complete them. ("Examine" item, "Speak" to someone.)
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Stretch: Character AI - Character moves from point A to point B, accomodating for players who stop, walk, run, etc.
Bonk.io
Placeholder
Game Overview
Bonk.io is a multiplayer physics game for up to eight players. Push your opponents off the edge of the level, the last bonk standing wins! Bonk.io is a game of strategy as well as raw skill. Positioning yourself carefully and dodging incoming collisions can be as effective as smashing into your enemies.
Programming Overview
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Multiplayer via Photon Unity Network (PUN)
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Character customization & name entry
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Physics-based character controller
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Kill boxes & scoreboard