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Joseph Ballard

This project managed to test me and my technical skills massively. The core struggle came with refining the trajectory of the projectiles to feel right. I was able to implement a projectile that would always hit the player quite quickly, using the 'Trajectory of a Projectile in Motion' equation, but the complexity grew when considering:
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the need for obstacle avoidance
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accounting for player velocity
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making the hittable angle logical (The AI became WAY too good at hitting the player)

Iteration 2
Iteration 1
Iteration 3
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