KILL ARTHUR

Fight Through Camelot, Take Your Vengence

OVERVIEW

  • Escape Imprisonment, Battle the Knights of Camelot, Enact Your Revenge on Arthur

DETAILS


  • Genre: First Person Action


  • Role: Solo Developer (Gameplay and AI Programming)


  • Tools: Unity, C#, Shader Graph, Blender


  • Platform: PC


GAME FEATURES


Fight Through Camelot

Fight through waves of Knights, Archers, and Clerics to reach King Arthur's keep

Fists and Steel

Deliver brutal combos with your bare hands or draw Excalibur for devastating sword strikes and dash attacks

Use the Environment

Ignite explosive barrels with torches scattered across each arena to turn the battlefield against your enemies

Two Ways to Play

Take on the story and face King Arthur, or test your limits in the Endless Arena

TECHNICAL DEVELOPMENT

CORE SYSTEMS AND CLASSES

Player Movement, Combat, and Executions

  • First-person locomotion with jumping and directional dash

  • Executing a staggered enemy restores both health and stamina, creating risk/reward loop

  • Sword strikes, combo finishers, and dash attacks form the core combat toolkit

  • Health and stamina are tracked as gems on the player's arms - health depletes on damage, stamina on dash and sword use

Enemy AI and Combat

  • All enemies - Knights, Archers, Clerics, and King Arthur - are driven by behaviour trees and managing Idle, Attack, Stagger, and Death states

  • Enemies have distinct roles

    • Knights - Apply direct pressure

    • Archers - Engage at range

    • Clerics - Passive buff to nearby allies

Environmental Interactions

  • Torches are carriable pickups that detonate explosive barrels on proximity, rewarding environmental awareness

  • Health Fountains act as fixed stations for the player to replenish their health

  • Destructible doors and locking gates add traversal friction, controlling player progression through the level

Build Manager

  • Game Manager

  • Event Manager

  • Audio Manager

  • Navigation Manager

  • Save Manager

Used to manage global core systems, allowing centralized control

DESIGN PATTERNS

Finite State Machine

  • Game States


Used to manage various game states

Object Pooling

  • Enemy Characters

  • Projectiles - Arrows and Cannons


  • Creating pools, enqueuing / dequeuing objects. To optimize enemy and projectile instantiation

Singleton

  • Game Manager

  • Event Manager

  • Audio Manager

  • Navigation Manager

  • Save Manager

Used to manage global core systems and managers, allowing centralized control and global access

Observer

Event Manager

  • Handles broadcasting, subscribing and unsubscribing

  • Used to decouple events