Inspiration
We are Penn Blinders, drawing inspiration from the iconic Netflix series, Peaky Blinders. Our team consists of four developers, Charles Jin (Senior Developer), David Fu(Junior Developer), Tony Tian (Sophomore Developer), and Stan Chen(Freshman Developer). Today, we present to you our thrilling single-player shooting game, where you step into the shoes of the Blinders, defending our beloved bar from rival gangs.
What it does
Our game immerses you in the heart of 1920s Birmingham, where you assume the role of a member of the notorious Penn Blinders. Your mission? Defend our turf from rival gangs looking to sabotage our bar and take control of our territory.
Let's delve into the gameplay mechanics. You'll navigate through meticulously recreated The Garrison Pub, encountering infinite waves of rival gang members. Your aim is to eliminate them and fortify the defenses of our pub. Each wave presents new challenges, from stealthy infiltrations to intense shootouts, providing a dynamic, immersive, and endless experience.
As you progress, you'll enhance your capabilities and expanding your knowledge of the Blinder's Bar. Take full advantage of the abundant furniture —ranging from tables to chairs to crates to barrels— to build environmental vantage and choke points. These movable map elements can transform an unfamiliar battleground into the certain demise of the hordes of invading rival gangs.
One mission – defend the Blinder's Bar. May the odds be ever in your favor.
How we built it
We built our entire project using Unity, featuring our own custom-made retro pixel art sprites.
Challenges we ran into
Since a majority of our team consisted of first time hackers, we ran into a lot of trouble using Unity and other tools.
Accomplishments that we're proud of
Through youtube tutorials and support from our more experienced programmer, we were able to set up and use Unity properly. We were also able to integrate our visual and sound design into a immersive experience. Considering how little experience we had to begin with, we were very proud to deliver a finished game!
What we learned
We learn lots about collaborating to create a video game, splitting up the team into diverse roles, and having a visionary leader to call the shots. It was only through everyone's contribution that we could realize our idea.
What's next for draft
Upgrades for the main character, alternative maps, more enemy types -- there is lots more to come!
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