Unnamed Top down Shooter
Platform:
PC
Enigne:
UE 5.0
Duration:
2 weeks
Role:
Team Lead
Technical Designer
Team Size:
4
Overview:
This was a very fun project to work on. I had some of my closest friends at Full Sail working on this project with me and I got the opportunity to run wild with features in this game. We had to choose what kind of game we would work on from a preset list of choices and we ended up going with a top down shooter for our second game of this class.
I was team lead for this project seemingly because I was just the most motivated to get things added to the game. As always, I was focused on the gameplay and the different things the player could experience while playing. I was also the one with the most experience with the game we were using as out primary inspiration. A browser game called diep.io.
In comparison to some of the other projects I worked on, this was less stressful to lead and work on. I was dumping almost all of my free time into working on this project, and I'm glad I did. I managed to learn about implementing an exp system in this project as well as skill points that would end up shaping the player experience of our game.
Players would fight a wave of enemies, level up, and get stronger until a boss would spawn, defeating that boss would begin the next wave and after that, was the boss rush wave where most the random enemies spawn as bosses instead. The player could choose a variety of different "builds" to pursue when leveling and it would highly determine what the gameplay looked like in the endgame.
This was very rewarding experience as when the professor did a playtest of our game, he spent 30+ minutes playing it because he was having a fun time. Overall, for two weeks, I'm really happy with how this game turned out.
Below I have some general gameplay, and below that, a detailed list of things I contributed to the project.
Gameplay Video:
Please take note that the videos reflect the work of the entire team.
Detailed Info:
Mechanics & Features:
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Upgradable Stats - Health, Health Regen, Bullet Damage, Bullet Penetration, Reload, Bullet Speed, Movement Speed.
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Car - A vehicle the player can drive to traverse the map quickly. Can also run over non-enemy objects.
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HUD Elements - Exp bar, level, mini-map, car cooldown indicator, stats panel, enemies left, win screen.
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Mini Map - Mini Map with zoom buttons to zoom in and out.
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Experience - Full exp system with varying exp based on enemies and shootables.
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Shootables - Three different Non-hostile floating objects that can be shot for different amounts of Exp.
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Shield Pulse- An ability the player can use to destroy incoming enemy shots.
Sound & Effects:
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Car Sounds - Added So that they player knows that the car is moving, sound is dynamic and stops when Car stops.
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Enemy Death Effect - Added an Explosion particle effect that plays when you kill an enemy or Shootable.
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Enemy Death Sound - Plays in tandem with the Explosion when you kill an enemy.
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Level up Sound - A Sound the plays when you level up
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Player Bullet Shot Sound - A Sound that plays when the player shoots a bullet.
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Enemy Bullet Shot Sound - A sound that plays when the enemy shoots a bullet. Sounds different so as to not confuse the player as to who’s shooting.
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Car Hitting the wall Sound - Plays when the Car hits a wall.
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Car Hitting the Wall Effect - Particle Effect that plays when the Car hits a Wall.
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Enemy Hit Effect - Blue Sparking Particle Effect that plays when the player successfully shoots an enemy.
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Enemy Hit Sound - Sound that plays when the player successfully hits an enemy.
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Shootable Hit Sound - Sound that plays when the player successfully shoots a Shootable.
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Player Hurt Sound - Plays when the player successfully receives damage.
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Shootable Death Screen Shake - On Shootable Death, The screen shakes from the explosion if run over by the car.
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Shield Pulse SFX - Plays when the player successfully uses their shield pulse.
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Car Boost Effect - upon boosting, a particle effect will trail behind the car to alert the player that they are indeed boosting.
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Car Boost Sound - Works with the above effect to alert the player that they are boosting.
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Boost Bar - Lets the player know how much boost they have.