Battle In The Toy Shop (B.I.T.T.S) Mobile

B.I.T.T.S mobile is a videogame I developed as a mobile game project with other 3 programmers. In B.I.T.T.S Mobile players will engage in intense one-on-one or co-op minigames in a table game like arena, employing simple yet strategic combat mechanics to outwit their opponents and emerge victorious as the last one standing. This game is a networked mobile version of the original BITTS.
Proyect Name
Battle In The Toy Shop Mobile
Role
Lead designer & gameplay programmer
Date
March 2024 - April 2024

My work:
During the development of the game, my primary responsibility was to design and implement the core gameplay mechanics, focusing on all major aspects of player interaction.
The biggest challenge was developing the player controller, particularly adapting the PC-based controls, which relied on a gamepad, to work seamlessly on mobile devices using touch inputs, such as taps and dragging gestures.

I began by working on player movement. I designed a script to manage an on-screen joystick that appears when the player taps the screen. The joystick's center stick moves within the outer ring to simulate a physical joystick. This input was translated into directional values, which were then used to control the player's movement and rotation.
Once the movement controls were in place, I adapted the same code to create a second joystick for aiming and weapon controls. The aiming system was designed to switch between using the second joystick's direction when dragged and using the movement direction when the second joystick was idle.
For the weapons system, I developed individual scripts for each weapon, allowing them to receive input from the second joystick and respond accordingly to the player's actions. This completed the task of implementing the player controller, and I could then shift my focus to refining the weapon controllers.
With the weapons, the issue of the adaptability for the Mobile version was not as big, as I had already dealt with that during the joystick programming. I started with the main weapon, the puch, whose functionality I programmed from scratch but taking the PC version as reference getting a similar working result but adapted to the new controls. The punch works by draggin the aim stick towards the direction where you want to punch, which starts charging, and when the player releases, it launches forward, applying more force the more the player has charged it.
Then I the fan weapon. This was the easiest to develop as it's functionality is rather simple. I just took the aiming direction of the player, and applied a pushing force similar to wind in a mid range distance towards that direction, and, to make it look better, I added a rotation animation to the fan while it was being used, to resemble a real fan pushing wind to the other players.
Last, I worked on the teleport gun, which basically shoots a bullet towards the direction you aim, and when that bullet hits, swaps the positions between you and the other player hit. The issue with the gun was not on the shooting itself, but on the bullets and reload, which gave me some trouble as the teleporting was not working as intended, but I managed to solve the issue and even added an indicator to show the trajectory that the bullet will take.

Once the weapons where working, I added the weapon spawner, which allows players to pick up weapons from the floor and equip them. The spawner has a rather simple functionality, as making the weapons spawn does not require much, but the tricky part was knowing the tiles where the weapons spawned, as they drop during the gameplay and I had to take care of respawning a weapon if the tile where it was got destroyed.
To finish with my tasks, I worked on the environment of the game and assets. I imported many assets from the PC version and adapted them to look good on a mobile screen, adding the background, weapon assets and players to the gameplay, giving the game that fresh look that was missing.
This project, although it was a short class project to understand a develop mobile games, was quite fun to work at and I think that if we had more time, we would have developed quite a solid game. I am quite proud of the result and I learned a lot about working with unity with it.