Bullet Hell-

Project Runway

Project Duration: 2 Weeks

Introduction:

  • For this project I was hired as an independent contractor to design scalable systems for aspiring game designers.

My Role:

  • Game Designer

Key Contributions:

  • Player Controls

  • Combat System

  • Enemy Waves System

  • Enemy Types

  • Enemy AI(Melee and Ranged)

  • Pick Ups

  • UI/UX

Unreal Engine 5

Tools Used:

Git Hub

In Further Detail

Mechanics Breakdown:

  • Combat System:

    • I was tasked to create a player with two separate attacks

      • the primary attack is made to be automatic, immediately beginning when an enemy comes on screen. This assists with not overwhelming the player as there is much to keep track of on screen and worrying about when to and not to shoot would serve to distract them.

      • The secondary attack is a small AOE that does lots of damage.

      • I was given free reign when designing the secondary attack and believe that this was necessary as it assisted the player with quickly dispersing many enemies.

      • This secondary also serves to encourage the player to be more aggressive. Rather than running away from enemies and shooting, the player is encouraged to focus on dodging projectiles and closing the distance in order to hit groups of enemies.

    • Pick Ups

      • As players defeat enemies there is a chance a pick up will drop.

      • This serves to give the player a way to keep up with the enemies as the progress in difficulty.

      • Players can pick up health refills, or damage buffs.

      • Attempting to acquire these pick ups encourages the player to be more aggressive as if the player wants to heal or become more powerful they will have to defeat the enemies around them.

    • UI/UX

      • Along hit sounds, enemies will flash red showing that the player has hit them.

      • The player will flash white and have an effect show up on screen letting them know they have been hit and heavily contrasting the regular visuals.

      • These systems serve to give the game a better feel, and keeps the player informed through the Bullet Hell Chaos.

  • Enemies:

    • Enemies (Each Enemy Listed Was built As An Easily Expandable Parent Class)

      • Melee Enemy

        • An Enemy that would charge at the player and do a close range attack

        • This enemy type encourages the player to keep moving or they would be hit when the enemy closes distance.

      • Ranged Enemy

        • An Enemy that would move randomly on the screen and fire projectiles at the player on varying interval

        • This enemy serves to make the player actively think about how they are moving

      • Spawning Algorithm

        • This spawning algorithm needed to be made to start with a small number of weak enemies and allow the enemies to grow in number and strength

        • All enemies also needed to be spawned off screen from the player

        • This Algorithm also needed to be easily changeable so the difficulty of the game could be changed depending upon the designers intent

image depicts how difficulty is increased over time, and how to handle spawning new enemies.

My Biggest Challenge:

Difficulty Balance

  • I had struggled to find play testers before the due date for the project. Following the due date I did manage to have some friends test the project and many of them struggled with the difficulty that I had shipped the project with.

  • While it is unfortunate that the project shipped in this state, this would be easy to fix as the parameters for the enemy damage, spawn rate, and attack speed were easily changeable. If I did not want to change these features another option to make the game easier would be to increase how often rewards dropped

  • The variability in the features I made gives designers many knobs to tweak to find the perfect game feel.

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3rd Person Platformer- Project Runway