This project was my first game design module in Year 2 of my course. The game engine used was UE5. The goal for this project was to use my skills in level design to create a sense of fun, using the assets given to me. At the same time, we were asked to change the blueprints to make the game balanced. The use of puzzles and kill/lock doors enables the player to explore the whole map and experience every asset I added. As I progressed in my skills, environmental assets were a much larger part of this project, so I animated some assets to make the background pop out and stick with my theme. It has also got a large amount of research and back story shown in the documentation below.
The gameplay is a mix of first-person shooter and puzzle mechanics, with the level and gameplay being oriented around the different weapons and enemy features. There is also a big emphasis on puzzles/world exploration, as some weapons and collectables are only available when the player goes off the main path. This also challenges the player to open it up to a broader audience. The different types of enemies, weapons and puzzles have all been blueprinted by me.
The main key features of this project are the weapons, enemies and puzzles.
It is the starting gun you spawn in with. The gun has a slow fire rate and low damage. It is the worse gun in the game but the ammo for it is in abundance so it will always be there as a backup in case the ammo for all the player's other guns run out.
Basically, an improved version of the shoota. It has a much higher rate of fire and increased damage. The model is also similar with the only difference being a small extra barrel attachment. The only downside to this gun is how fast it uses ammunition.
The launcher is a very slow fire rate moving the projectile gun. It fires rockets at a slow rate but when they make contact with an enemy or wall, they explode with a high-damage AOE. This gun is great for groups of enemies however ammo is very limited
The shotgun is a high-damage now-range weapon with a large spread. This gun is perfect for close-quarters combat, due to its very high damage. But the damage drops off if all bullets do not hit.
Melee enemies run towards you, once they get into attack range, they will start a swinging animation with their melee weapon and damage you. The best way to deal with this class is to keep your distance/backing away.
Ranged enemies have similar weapons to the player and stay far back from you but as soon as you move into their field of view they will start firing in your direction. They have lower health than the melee class to make up for their increased range.
Heavy class is a mix of the two previous classes (Melee and Ranged) in the fact that they have high health but are also ranged at the same time. Even though they are ranged they have a lower damage output compared to normal ranged enemies to balance out the game.
These enemies are small and fast. Like the melee enemies, they run straight at the player but instead of attacking, they blow themselves up dealing a large amount of damage. Best dealt with at the range.
The mech is the most dangerous enemy in the game with its massive health pool and high damage. It has 2 ways of attacking with one being a long-range auto-lock laser. The other is a constantly damaging flamethrower which has a short range. You must use cover to deal with this enemy.