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University of Central Florida 2025 Fall Workshop I Project

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eXSert

eXSert is a third-person character-action prototype set aboard a derelict research vessel. Master stance-based combos, aerial launchers, and precise guarding to carve through waves of autonomous security drones while the ship streams in around you.


Installation & Launch

  1. Download the latest build zip from the team share or itch.io page.
  2. Extract the archive anywhere outside Program Files (write-access is required for saves).
  3. Run eXSert.exe. The launcher boots directly into the main menu; all gameplay scenes stream additively via SceneLoader.

Art & Asset Attribution

Created In-House

  • Player combatant mesh, rig, and the full animation set (combos, guard, air dash, plunge).
  • Environment kits for the Elevator tutorial, Bridge connector, and Hangar arena, plus bespoke props and set dressing under Assets/eXSert Assets/.
  • Enemy variants (Boxer, Crawler, Drone) including VFX hooks, UI, HUD, menus, and original SFX layers.
  • All narrative UI art (objective widgets, dialogue cards, logbook entries) and gameplay shaders marked inside Assets/eXSert Assets/Shaders.

External Content & Credits

  • Unity Technologies – Starter Assets packs, Input System samples, Polybrush, ProBuilder, Cinemachine, Unity Toon Shader samples.
  • Adobe / Allegorithmic – Adobe Substance 3D integration packages housed under Assets/Adobe.
  • Mirza BeigDistortion Shockwaves VFX pack.
  • Hovl StudioMagic Effects Pack (URP).
  • Vefects – Zap / Trails / Easy Shockwaves URP packs (see Assets/eXSert Assets/VFX&Shader/[Imported VFX]/).
  • Starter third-party audio stingers bundled with the above packs (see individual license files within each folder).

All third-party folders keep their original license/readme files; please review them before redistributing the project.


Major Mechanics Snapshot

  • Stance Switching – Tap LB/L1 (controller) or Q (keyboard) to swap between single-target and AOE move lists. Stances drive combo trees, hitbox sizes, and animation layers.
  • Combo System – Light strings chain into heavy finishers. ScriptableObject PlayerAttack assets define per-attack hitboxes, VFX anchors, target caps, and SFX.
  • Aerial Combat & Plunge – Launchers send enemies airborne; follow up with air lights/heavies or trigger the plunge (heavy aerial) to slam into clustered crowds.
  • Guard & Parry Focus – Holding Guard locks movement speed, pivots the camera, and opens guard-specific dash cancels plus a special counterattack window.
  • Additive Scene StreamingSceneLoader keeps the elevator hub resident while additively loading bridge/hangar chunks based on triggers.
  • Checkpoint / PersistenceCheckpointSystem writes scene + spawn IDs to save slots; reloading spawns you through PlayerSpawner at the last triggered checkpoint.

Controls

Action Keyboard & Mouse Xbox / PlayStation
Move / Look WASD / Mouse Left Stick / Right Stick
Light Attack LMB / X key X / Square
Heavy Attack RMB / Y key Y / Triangle
Jump / Double Jump Space A / Cross
Dash / Air Dash Left Shift B / Circle
Guard (Hold) Right Mouse / Mouse4 (bindable) RB / R1
Change Stance Q or LB (if using pad prompts) LB / L1
Lock-On Toggle Middle Mouse RS Click
Pause / Menu Esc Start / Options

Rebinding is done through the Input System settings panel (Pause → Settings → Controls) and writes to InputSystem.inputsettings.asset.


How to Beat the Current Build

  1. Elevator Tutorial (FP_Elevator)

    • Follow the on-screen objectives. Three enemy waves spawn sequentially: light-attack tutorial, heavy-attack tutorial, then stance-change tutorial.
    • Use the objective notices to learn each mechanic; the elevator doors open once Wave 3 dies. Step into the lit pad to trigger the additive load for Bridge.
  2. Bridge Connector (FP_Bridge)

    • Upon loading, you face a short traversal space with mixed Boxer/Crawler patrols. Use guard-walk (hold Guard + move) to inch forward while blocking turret fire.
    • Activate the bridge console (prompt appears when close). This spawns the Hangar chunk additively and opens the blast doors.
  3. Hangar Arena (FP_Hangar)

    • Clear the initial ring of drones to unlock the center console.
    • Interact with the console to trigger the multi-wave gauntlet (AOE stance excels here). Guard dashes give i-frames—use them to slip past laser barrages.
    • The encounter ends after the fifth wave (two Boxers + drone swarm). A checkpoint trigger behind the hangar doors fires automatically; proceed to the exit waypoint to finish the build.
  4. Fail States

    • If you die, select “Restart from Checkpoint” to reload the active scene/spawn point via SceneLoader. The tutorial resets to Wave 1; the hangar resumes at the latest checkpoint.

Tips: Light attacks can be animation-cancelled into dash/guard, aerial heavies have built-in launch, and plunge slams now cap at five targets to keep performance stable.


Debug Tools & Cheats

  • God Mode Toggle – In the Unity Editor select the player, enable PlayerHealthBarManager → Invulnerable. Persisted through play mode but not exposed in builds.
  • Context MenusPlayerHealthBarManager offers “Debug/Apply Damage” and “Debug/Kill Player” context buttons; boss brain/health scripts expose similar test hooks.
  • Checkpoint ResetCheckpointSystem inspector has buttons for clearing saves/testing load flows; SceneLoader’s debug logging can be enabled per component.
  • Temp VFX SwitcherTempAoEVfxSwitcher lets you toggle rig-mounted VFX for AoE/plunge as well as double jump/air dash when testing presentation changes.

These debugging aides are editor-only and should be disabled or hidden before shipping.


Known Issues (Dec 2025)

  • Animation Edge Cases – Rapidly spamming dash/guard can desync locomotion layers before they resync; cancel out by releasing guard for ~0.5 s.
  • Controller Reconnect – Unplugging a gamepad while paused sometimes leaves the Input System in keyboard mode until you reopen the pause menu.
  • Scene Streaming Pops – If you sprint through a transition trigger twice in the same frame, an additive scene can unload before the next one finishes streaming.
  • Missing VFX Anchors – Attacks without a configured PlayerVfxAnchorRegistry entry fall back to the hitbox origin (looks like ground sparks). Configure anchors on the player rig to fix.
  • AI Awareness – Swapped-in enemies occasionally spawn with zero velocity on sloped navmesh tiles; they unstick after taking damage but remain stationary otherwise.

Please document any additional issues in the project tracker so QA can repro them.


AI Disclosure

Portions of the combat scripts, additive loading utilities, VFX toggles, and this README were authored with help from GitHub Copilot (GPT-5.1-Codex Preview). The tool was used to scaffold C# methods, refactor attack/VFX systems, and draft documentation, with every change reviewed and adjusted by the development team.


Build Info

  • Engine: Unity 6000.2.6f2 (2025.2 LTS equivalent)
  • Platform: Windows 10/11 (DX11 URP)
  • Current Milestone: Vertical Slice (Elevator → Hangar)
  • Last Content Update: December 2025

Enjoy the slice, and reach out on Teams if you need anything else!

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University of Central Florida 2025 Fall Workshop I Project

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