The Portfolio of Erik Paananen
Projects
EECS 494 P1: Legend of Zelda Unity Remake
- The Legend of Zelda (Unity Remaster) on Itch.io
- We built the NES version of The Legend of Zelda in Unity, using C#. Certain assets were pulled from ripping sites, but the code is entirely done without reading LOZ's code.
- What I worked on:
- Sword/bow "swinging" and projectiles (the bow acts like a sword, without collision!)
- RandomWalk and RandomFly for all standard enemies, allowing them to wander in a specific way
- Rewriting the inventory system to be more modular and clean, so that Bombs could be an item like bows and boomerangs
- Gel, Keese, WallMasters, Stalfos, and BladeTraps
- All animations apart from Goriyas'
- Playtesting of custom level
- Cutting out sprite backgrounds and finding the "Link hurt" sound file
- Bugfixing, bugfixing, bugfixing. Some excerpts:
- Final boss projectile spawning
- WallMasters flickering (wrong layering)
- Sword projectiles going flying into 3D... in a 2D game
- Enemies in the custom level could drop bombs, which would softlock you if you killed your 'test element' with them
- Final build nearly had a broken door near the end that softlocked the game
EECS 494 P2: Lagswitch
- Lagswitch on Itch.io
- This is a solo project, where we had to quickly prototype a game in one week, and then finish the game in week two
- I used Unity (with C# scripting), Krita (texturing), MuseScore (music) and Audacity (audio processing)
- I've had an idea for a game like this for a long time, where lag and disconnecting is a mechanic
- At first I wanted it to be a multiplayer fps game, where somehow lag was an ability the players could use to dodge and ambush each other, but I ended up making a sort of Antichamber/Portal/hammer_space type of game
- I think it came out very well! It's very short due to grading and time constraints, so I may expand upon it in the future