We worked on several systems. Gustav and Mattias worked on the AI and Crafting systems respectively, whereas I worked on the combat - including the Weapons, Classes, and Abilities systems.
The 2D, top-down shooter framework enabled me to focus on balancing and implementation of the weapons. I ended up using 4 archetypical weapons:
SMG (faster, weaker).
Sniper (stronger, piercing, 1 bullet mags).
Shotgun (stronger, splash damage).
As I have done previously, these were plotted on a Weapons Balancing Chart, which enabled a clear visual overview of any pitpalls in the designs.
As an added functionality to the prototype, I also implemented a class system accompanied with a spell & ability system. Code-wise, the structure was similar to the weapons system. The two characters had different properties as well as unique abilities.
Due to this only being a prototype, we settled on two abilities per class.
The Grunt's abilities were tech-based:
Timed Hand Grenade ( throwable area of effect damage).
Timed Flash Bang (throwable area of effect stun).
The Mage's abilites were fire-based:
Fire-lance (Long distance, damage over time).
Nova (area of effect around character).
What I learned
Better understanding of C# and Unity, some advanced functionalities, and how to better implement systems designs.