This project was created in my first year semester of university in the game design module. The game engine used was UE4. Our goal was to make a fun interactive level by creating gun and enemy types. We were given all the assets and textures, with the goal of using our level design knowledge to make it fun, whilst also being visually pleasing. The inspiration for the game and level design was heavily taken from the old Doom games.
An example of that is the use of key cards in the game's progression.
The Gameplay of Peril is a Doom-style first-person shooter, with pickups, different gun types and varied enemies. All parts of the projects were made by me, with the exception of the assets which were provided by the university. It's a fast-paced game, which is meant to be a constant adrenalin rush for the player, allowing them to always be thinking about what might come next. This is combined with ammo and health management. I felt this made for an engaging and fun game, which was concurred by my lectures.
Rage Meter (Bottom left of the game)
The rage meter is the red bar above health, which builds up on collection of the red orbs. When full the player can fire a huge AOE shot which will do massive damage.
Guns
I made 4 simple gun types. These are the main features of the game. Each gun has a completely different style, making them all unique and fun to use.
Peril was my first-level-design-heavy project. It is also one of my proudest projects.
The idea was a doom-style game and map with multiple weapons blueprints completed by me. I wanted to make sure I designed a level which was engaging, whilst also being liner.
As shown by the pixel map below, there are 2 paths the player has to take to progress to the end of the level. Both paths have different challenges. Enemies are placed in a way where it progressively gets harder and harder, but not unfair.