Jordan Ross
Game Developer
DEMON TIME
Project name: Project frontiers group project - Demon Time
Made in
10-Januari/2026 until 29-Januari/2026
GitHub:

My contribution
In this team I as the only/lead engineer was responsible for maintaining the Github data and making sure the merging for scenes was going smoothly along with writing all the code and setting up the art with the requiered scripts to function.
Team size: 7
Tools used: Unity, visual studio (2022) C#, GitHub. Unity version (6000.0.56F1)
Description: I worked on this project together with my team for the HBO project frontiers assignment where we were requiered to showcase our skills in teambonding and a team effort, learning from eachothers skills and building a good product for our portfolio's. We as a team decidied to make our own version of the classic Doom 3 with the classic old feeling but in a medival setting instead of futuristic so you navigate through catacombs looking for the bosses and uptaining the keys to finish the game!


FINAL DEMO VIDEO:
Here you can see the basic enemy types that you encounter throught the game the standard zombies who will chase you and do damage on collision. The damage is shown using a red UI indicator along with the health bar going down. The sword on the left is your standard melee attack you can trigger using the right mouse button (Button 0) and shooting the revolver pistol or any of the other weapons like the crossbow and shotgon you can use with the number keys 1,2,3 to switch and trigger with the left mouse (button Button 1) The crossbow uses a projectile attack of shooting an actual arrow who penetrades through 3 enemies in a row if lined up correctly, and the revolver and shotgun use a raycast calculation and do damage instantly. The damage to the enemies is shown using particle effects when health goes down.



After fighting your way through hoardes of demons and zombies you will encounter one of the 3 boss enemies in the game, each boss enemy drops a key after being defeated. You will need 2 keys to open the door to the final boss Aracnus. We initianlly intended to have 4 bosses where the 2 brutes and the aracnus spider boss would drop 3 keys for the door and then behind the door you would go into the Cathedral where you would encounter the final boss which was intended to be a demonic priest which after defeating would go into stage two a big brain like flying alien that was in control of the demons all this time and after defeating this second stage you would be able to finish the game. But due to overscoping and deadline pressure for the University presentation we had to scope down and remove this idea.

The final aracnus boss would consist of 3 stages. The egg spawning stage where it would lay eggs that behave as spawners for the smaller spiderlings that would swarm you. then stage 2 relocating away from the eggs so you would have to fight on multiple fronts. And the final stage 3 where the spider would shoot balls of venom that after hitting the ground would create an area effect which would cause a damage over time on the player. This would encourage the player to move around more and try to destroy the egg spawners as fast as possible to not be overwhelmed in later stages. So the key is to destroy the eggs while the boss spider is walking away.
Code snippets



WaveManager
The movement script was the biggest for this game consiting of 400 lines of code in one script. this was because I chose to use Rigidbody-Based control instead of the standard character controller based movement in FPS Unity games. This way I had full control over the player, and my team kept suggesting for me ( the only Engineer) to add extra movement customization for example making it possible to adjust jump speed and fall speed by adjusting the gravity and the time to apex ratio in code so we could have a more realistic jumping instead of a moon like floating. Along with these changes it had to be clear with headers in code so the designers knew what everything was meant for and the artist could implement there animation in the inspector properly. Finnally we decided to add a dash feature too, this dashing ability would be availabe in every direction depening on the players input and a deafault safety for forward direction, also it would trigger the melee animation to do damage when dashing into an enemy for more playability. And finnally we added layermasks on the walls and coded to make it anti stick so you could not run into a wall mid air and float there (this is a classic unity problem).

Sadly because of the Shader we used to make the game look classic styled like the classic doom from 1993, the build is not compatible on itch.io but you can download the Unity build safely on your computer to playtest!
We also used Fmod to trigger sound effect inside of scripts for example the playermovement script conntains a function for the Fmod sound for footsteps through the level.
