Footgun Underground

You can buy the game on Steam and for your Nintendo Switch!
Unfortuanetly I cant share any code on this project.
I had the great opportunity to work for the German indie studio Turtle Knight Games on an official game, which financed my studies for nearly a year. When it was released, it received many positive feedback from players on Steam.
I contributed by implementing various mechanics, including special ball types, characters, items, enemy behaviors, and much more. I was even given the chance to design three of the ten bosses in the game.
Our team consisted of four programmers, one pixel artist, one sound designer, and the publisher CobraTekku, who handled marketing.
Overview:
  • Parttime-job (08.2023 – 06.2024)
  • Official steam-released Indie-title
  • Role: gameplay programmer (C#)
  • Engine: Unity
Important Learnings:
  • Working on a complete game
  • Well thought-through architecture
  • Solid team member knowledge, many cool discussions
  • Lots of AI-behaviour
  • GamesCom booth
  • Stress before release
  • Debugging
Publicity
One of my favorit German YouTubers, „HandOfBlood“ played the game!
Since we got promoted by the German „Hessenagentur“ we also had the possibility to get a booth at the GamesCom.
List of things I did (most are shown in Showreel above):
Type Name Description
Balls
Axe Ball
Gets stuck in the wall and returns to you after a delay
Identity Ball
Generates light lines between wall hits
Chomp Ball
Several bites follow after the enemy is hit
Wrapper Ball (Special)
Wraps around another ball, adding all ball chips to it
Wall Canon Ball
Wraps around another ball, adding all ball chips to it
Bolt Ball
Constantly tries to dodge. Deals great damage on direct hit
Ball Chips
Wall ScaleUp
Scales up when it hits a wall while active
Enemy Marker
Enemy receives double damage on hit for a brief duration
Ground Pound
Hitting the ceiling causes the ball to Ground Pound for increased damage
Gravity Scale
Reduced gravity while in active mode
Character Chips
Shield
Gain a shield that blocks one incoming attack
Pound Jump
Deal damage upon landing on enemies
Ball Return Teleport
Ball teleports back to you at slow speed
Midair Trick-Shot
Earn extra money for killing enemies with mid-air ball kicks
Grounded
Kick gains strength after time on the ground
Overcharge
Doubles the charge capacity
Enemies
Bomb Dropper
Flies horizontally and drops bombs frequently
Slime Crawler
Crawls at the edge of the walls, drops obstacles
Rope Enemy
Drops from ceiling, shoots in all directions and goes back
Bosses
Big Nut
Fortress
Giant Divider Slime
More
Enemy HP Bar
Shows enemy HP on hit
Enemy RageMode System
Every enemy can get into rage mode after amount of time with specific behaviours
Difficulty System
Difficulty increases over biotope-exchange. Difficulty scales enemy-specific parameters.
Difficulty System
Difficulty increases over biotope-exchange. Difficulty scales enemy-specific parameters.
Boss Death Remainder System
A fun system in which we could implement remainders for all the explosions of bosses
Insta-Kill for all bosses
Insta-Kill Bosses in UnityEditor for debugging
Inventory in shop
You can show your inventory in the shop
Breakable Tile System
For the breakable tile special stage
Player Gravity Ability
A reverse skill used by specific characters to use a gravity field instead of shooting away the ball
Debugging:
Debugging was a crucial part of the development process. Especially in the final stages of the project, we did extensive testing with various character setups that players could create, uncovering a lot of unforeseen behavior.
One specific matrix I developed proved to be extremely useful in tracking down a significant number of bugs. It systematically checked interactions between every ball with special behavior (e.g., kinematics on/off switches) and various level objects that could influence ball behavior (e.g., velocity changes, teleportation, blocking).
Our task was to analyze each field in this matrix during the special states of the balls (e.g., when the wall cannon is attached to a wall and firing) and document whether it functioned correctly or if edge cases happened.
LSDesign
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