Overview and development report
Interstellar United is a prototype game developed in Unity. It is a a narrative-driven, space style, arcades shooter with bullet hell boss fights. I wanted to experiment with building different features and systems that are classically used in various genres and piece them together in effort to work towards the full-fledged version that I'm planning and designing that will make for a unique gaming experience.
The purpose of the below report is to highlight all the systems and features that were built and designed for this prototype. You'll learn the game loop and what makes it fun, the features of Unity that was used to create it, and more.
All the assets were purchased via GameDevMarket.com with the exception of the space station sprites which were drawn by Shannon Manor.
If you would like to view the code used to make this prototype, you can see it on the public Github page by clicking the image below.


The Core Game Loop
Pick up packages. Fend off alien threats. Deliver packages on-time in pristine condition--The Interstellar United promise. This is the core game loop. Space Stations contain packages that need to be delivered to other stations, but an alien threat makes delivering difficult. It's on you to make sure they get where they need to as safe as possible.
Space Stations
Dock at the stations to pick up your packages for delivery. Then, make your way to the drop off point and deliver the package.
Space Stations utilize prefab variants for quick and easy reuse of game objects and components.


Packages
When your ship takes damage, so do the packages on board. The better the condition that package is delivered, the more credits you earn.
Fight the Avanti
There are no shortage of threats. The Avanti, alien enemies that seem to have arrived out of the blue, are ready to attack any nearby ships. Your ship is built for delivering packages, but that doesn't mean you can't fight back. Fighting the Avanti greats you a higher score--and safe passage for delivering your packages.
Through use of state machines, the Avanti AI will roam, chase, and use attacks in effort to keep the interactions varied and interesting.

Visual Novel
Interstellar United is a narrative heavy game and as such, the dialogue comes across in a visual novel style. The visual novel, like all other parts of this game, is built from scratch. It uses CSVs as its input to display the dialogue, names, and images of each character.
The visual novel uses common UI/UX such as typewriter text and auto complete.
You can use the link below to see the script.


Additional Systems and Features
Navigate your way through space
Space is large and you have deliveries to make. A fully built out minimap and tracking system is implemented through the use of additional cameras and render textures. Clicking on a package will set your destination marker so you always know where to go.


Refuel to stay in the game
Your ship uses up energy in its fuel cells as you travel through space. You'll need to recharge before you run out or its game over. Space stations allow you to recharge--if you have the credits to do so. Using a combination of event calls and canvases, the refuel UI was built.
NPC Help Fill Out the World
As mentioned before, Interstellar United is a narrative driven game. In addition to our lead characters, we have some NPCs as well. NPC show up in space stations and can offer not just more narrative to experience but they can also provide additional missions and new features such as ship upgrades.
NPCs game objects are dynamically added as the game requires and can be used in conjunction with the objectives system (explained further below).


Ship Upgrades
As you progress in the game, you'll have an NPC, Hatchet (shown above), that can help you upgrade your ship. In this experience, your ship has a primary weapon and two auxiliary bays where weapons can be added. This upgrade system, through he use of prefabs and game objects that mark specific points on the ship, the ship can be augmented to make the ship have the fire power you desire.


Bullet Hell Bosses
To finish out our experience we end with a bullet hell style boss fight. A Titan Avanti that means to finish off anything that threatens it. The game is free roaming but in these fights we lock the screen to the view port and barrage the player with projectiles. Being unable to move too far from a constant threat makes for a fun experience that really drives the feeling of always being on the edge of defeat .
