https://github.com/schak04/headrush
A single-player FPS, with a single arena, single weapon, and single enemy type. HP can be regained from perfect headshots.
https://github.com/schak04/headrush
game-development unity
Last synced: 29 days ago
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A single-player FPS, with a single arena, single weapon, and single enemy type. HP can be regained from perfect headshots.
- Host: GitHub
- URL: https://github.com/schak04/headrush
- Owner: schak04
- Created: 2026-04-21T16:17:22.000Z (2 months ago)
- Default Branch: main
- Last Pushed: 2026-05-24T04:37:35.000Z (about 1 month ago)
- Last Synced: 2026-05-24T06:34:06.964Z (about 1 month ago)
- Topics: game-development, unity
- Language: Wolfram Language
- Homepage:
- Size: 194 KB
- Stars: 1
- Watchers: 0
- Forks: 0
- Open Issues: 2
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Metadata Files:
- Readme: README.md
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README
# HeadRush
A single-player FPS, with a single arena, single weapon, and single enemy type. HP can be regained from perfect headshots.
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## Current Status
- **Core Systems (Complete)**
- **Movement:** Responsive WASD movement and smooth mouse look using CharacterController.
- **Shooting:** Raycast-based weapon system with LayerMask filtering (ignores player body so the gunshots reach the enemy).
- **Enemy AI:** NavMesh-driven enemies that chase the player and deal contact damage.
- **Game Loop:** Victory/Death states with restart functionality.
- **Combat Mechanics**
- **Headshot:** Head collider detection that deals 2x damage and heals the player.
- **Feedback:**
- **Visual:** Muzzle flashes, camera recoil, and enemy hit-flashing (red).
- **Audio:** Triggered weapon sound effects.
- **UI:** Central crosshair, Player HP bar, and dynamic floating HP bars for enemies when shot.
- The project is currently a fully playable vertical slice.
- It has graybox 3D geometry for the current development phase.
- **Next Steps:** Replacing placeholder cube enemies with actual enemy assets and refining the in-game world. Have planned a sci-fi arena aesthetic for final production.
> [!NOTE]
> This game is **very, very loosely inspired** by the mechanics of ULTRAKILL (HP regain, except this game does it from headshots instead of melee kills), though on a much, much smaller and simpler scale. It's nowhere near as fast-paced or as high-mobility or as fun as ULTRAKILL, not even close. I still need to work a LOOOOT HARDER and put in a LOOOOT MORE HOURS into this project before it actually feels fun to play. This is just a small learning project currently in **very early stages of development**.
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## Asset Sources
- **Gun Audio:** [Mixkit](https://mixkit.co/free-sound-effects/gun)
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## Author
Saptaparno Chakraborty
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