top of page

By Bait or By Bullet

​Team Size: 23
Project Duration: 4 months
Software Used: Unity
Languages Used: C#
Primary Role(s): Design/Accessibility Lead & Programmer

By Hook or By Crook is a bombastic 2D fishing rogue-lite where you fish for your loadout. 

You can play the WebGL or download it on our itch.io below!

Contributions

Technical Design

  • Designed and implemented Boss Movement system.​

    • I built it with circle sprite targets to allow it to be visualized and more easily debugged.

    • Boss can transition between moving towards random targets centered on the player & set targets in world space.

    • After prototyping the random movement early, I continued to work on this throughout to account for edge cases and new requirements.​

    • Documented system with a ReadMe.

    • Created Boss 1's Drill Attack.

      • Worked with animator to ensure there was a good wind-up/anticipation.

      • This unshieldable attack keeps the player moving because it can target the floor and the bottom row of platforms.

The tentacle boss moves to the side of the screen before transforming into a drill and flying across the screen.

An early prototype: the Boss follows a moving target that's moving towards random targets.

Click on a gif to get a closer look.

Attacks rain down as the boss does its drill attack.

  • Designed and implemented basic Boss Attack Spawning, Boss Health, and Boss Phase systems.

    • Ease-of-use: drag and drop prefabs from inspector.

    • Simplicity of this Prefab instantiating system allowed it to be adapted.

    • Where it fell short: Did not provide fine control over attacks spawned within each phase.

      • Necessary to avoid undodgeable combinations when there's a long list of attacks & the attack spawn rate ​is increased.

Boss hovers around the player while moving quickly.

The boss hovers animatedly hovers around the moving player.

  • Used existing assets to create a smooth, skippable, boss intro template as well as an outro on player/boss death

A wooden plank with a wanted poster of a tentacle coming out of a portal pans across the screen.

The player's controls are locked as the intro plays and the boss enters from the right.

Accessibility/Design Lead Work:​​

  • Created and presented slides on games accessibility

  • Opened anonymous form for developers to open up about their experiences with disability and accessibility features/design choices they benefit from

  • Emphasized that accessibility is a mindset rather than a list of features

  • Using and encouraging others to use games accessibility guidelines.

  • Briefing art team often and getting their input on design solutions.

  • Working closely with programming team on concepts for weapons.

  • Implemented invulnerability dev keybind for testing, feature later turned into an assist mode option

  • Helped plan other assist mode and in-game difficulty options

Shop for upgrades -> Select your bait -> fish -> choose what to keep -> optional practice area -> boss fight.

Detailed Gameplay Loop Made in Miro

Some of My Slides From Team Presentations

Post-Mortem

What went well: 

  • This game has the most accessibility-minded features of any game I've worked on! This wouldn't have been possible without buy-in from my teammates.​​

  • We focused on what was integral to the gameplay loop from the start.​

What went wrong: 

  • As a design lead, I did not communicate a big change to the art team which led to some frustration.

  • Because of scoping issues and delays, the 3rd boss required last-minute work and received much less playtesting.

What I learned:

  • I gained a better understanding of what makes a good team lead. It's important to filter unnecessary information out and ensure other disciplines have input.

  • I had first-hand experience with the importance of documenting bugs appropriately.

    • I couldn't answer questions about the circumstances surrounding bugs I found. I started liberally taking screenshots to ensure we had details about the conditions that caused the bug.

  • ​I have a better understanding of how to scope a project. It's important to "content-lock" and focus on polishing and bug fixing sooner rather than later.

©2024 by Game Design Portfolio Ziad El-Rady.

bottom of page