Relative Disruption

Relative Disruption

Relative Disruption is a 3D action adventure game following ‘Zykber’ the time travelling vigilante. After a routine quantum leap goes wrong, he finds himself stuck in an unfamiliar time zone, and on the wrong side of both law enforcement and an organised crime gang.

Relative Disruption is built with Unity 3D, meaning it is programmed in C#. After experimentation with both the HD Render Pipeline and Universal Render Pipeline, I opted for Universal for this game due to it’s simplicity and me being a one man dev team.

Relative Disruption is really just a playground for me to experiment with things I find fun. Some of the things I explored included:

  • A* Pathfinding
    • Specifically my implementation was for cars, it was particularly interesting making them obey traffic lights
  • Behaviour trees
  • Rudimentary damage tokenisation system
  • Behaviour trees
  • Damage systems
    • Hitscan
    • Projection
  • Health systems
  • PBR Shaders
  • Save systems
  • Inventory systems
  • Quest systems
  • Weapon systems
    • Including unique weapons such as portal guns, water pistols for dousing fires, and torches
    • Also includes reloading and collecting ammunition, as well as being able to swap between multiple weapons
  • Cinematics
  • Animation Finite State Machines (FSMs)
  • Interactable objects
  • In game user interfaces
  • Menu user interfaces
  • Sound systems
    • Also utilised 3D audio to dampen sound when doors are shut

I am incredibly proud of how much I learned throughout my journey developing Relative Disruption. It more than served it’s purpose as an educational playground.

To the right you can see a highlight reel of the game. Take note of the UI, the shader effects that go into the weapons, the water shader and post processing effects once underneath the water, the layout of the levels, and finally the camera motions of a cut scene that triggers the NPCs running over to help. 

To the left you can watch the first couple of minutes of the gameplay so far. It features the first couple of missions, interactions with NPCs, some walking around the world, paired with some truly horrible acting (hey I’m a games developer, not a voice actor).