Last Updated: 27 Sep 2022
Dino Hunting World
I have developed various shooting games, including dino hunting using Unity. These games feature immersive environments, realistic shooting mechanics, and engaging AI-driven opponents to enhance the player experience.
Challenges
When developing a complex FPS commando shooting game, there are several obstacles that need to be overcome to ensure an engaging and smooth player experience. These challenges range from refining the core mechanics to enhancing AI behavior and optimizing the game’s performance across various devices. Below are some of the key challenges faced during the development process and the solutions implemented to tackle them.
- Implementing precise aiming, recoil, and bullet drop for a more immersive experience.
- Creating AI enemies that behave intelligently rather than following predictable patterns.
- Ensuring smooth performance on both high-end and low-end devices.

Solutions
When tackling these challenges, few solutions were implemented to ensure a smooth, immersive experience while maintaining performance and gameplay dynamics. To make the shooting mechanics feel more realistic, various techniques were applied for precise hit detection and dynamic weapon handling. For the AI, smart behavior systems were designed to make enemies react in a more unpredictable and engaging manner, adapting to player actions. Lastly, performance optimizations were crucial for ensuring the game ran smoothly across a range of devices, from high-end systems to more modest ones. These solutions were key to overcoming the challenges and creating a seamless experience for players.
To address the challenge of realistic shooting mechanics, I implemented raycasting for precise hit detection, which ensured that bullets hit their target accurately. To enhance the realism, weapon sway and recoil animations were added, creating a more immersive shooting experience. Additionally, gravity-based bullet physics were applied for long-range sniping, adding a layer of complexity and requiring players to account for bullet drop over distance.
For AI enemy behavior, I utilized Unity’s NavMesh for efficient pathfinding, allowing enemies to navigate the environment dynamically. The AI was designed to follow a state-based system, with behaviors such as patrolling, attacking, and seeking cover when under fire. To keep the game challenging, I also added adaptive difficulty scaling, ensuring that the enemy AI would become more aggressive or smarter based on the player’s performance, offering a constantly evolving experience.
To ensure smooth performance across a range of devices, I focused on optimizing key systems. Object pooling was implemented for bullets and enemies, reducing the overhead caused by frequent instantiations and deletions. The Level of Detail (LOD) system was utilized to optimize distant objects, ensuring that only necessary assets were rendered at different distances. Additionally, unnecessary physics calculations were minimized to reduce processing power and maintain a smooth frame rate, even on lower-end devices.
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