BULLET HELL TEMPLATE

system / TECHNICAL desigN
UNREAL ENGINE 4 

OVERVIEW

THIS WAS A 1 WEEK SOLO PROJECT DONE FOR A VISUAL SCRIPTING ASSIGNMENT FOR FUTUREGAMES GAME DESIGN COURSE

 

THE GAME IS AN ENDLESS (CUSTOMIZABLE) BULLET HELL HORDE MODE TOP DOWN SHOOTER GAME.

 

GAMEPLAY LOOP

Player spawns in a topdown enviroment and is chased by melee enemies in a round based game type.

Player proceeds to the next round after killing all the enemies.

 

Customizable total rounds lets you have an endless game mode.

SPAWNER DESIGN

Enemies are spawned from predefined locations at the start of the round. I use an array to select the locations.

 

Every round the amount of enemy spawn increases using a random integer algorithm. This uses a simple increment Integer.

 

This creates an organic growth of difficulty in the game.

CHARACTER CONTROLLER 

At the start of the game, I do a small raytrace to check the position of the mouse cursor.

 

This position is also used  to fire bullets.

WEAPON SYSTEM

Simple gates & Event Dispatchers are used to create an auto firing system.

The bullets have a code on them that detect an object with a specific tag.

On successful condition, it deals damage to the enemies.

ENEMY AI

All the enemy code was built on a base blueprint allowing you to create an endless variety of enemies with each attribute being a customizable public variable.

Enemy attacks are setup using the animation blueprints allowing for multiple variety of attack setups.