Monday, 17 October 2016

YEAR 3 - BA3a - Task 2 - Projectiles

Task:
Survival Weaponry.
An epidemic has broken out in Chicago leaving a section of the city cordoned off, under quarantine, and those stuck on the inside fighting for their lives. With limited supplies and an increase in crime, you are left to forge your own weaponry from everyday items to protect yourself. 

Indie Dev.
Using a premade model or your own, create two types of projectiles in UE4. You must consider how much ammo will be lost and how it affects the user.


Response:
I made an arena with a game in mind to test out my weapons. Obviously the rest of systems determine a huge amount about what makes an interesting weapon. For example, a gun with an extremely long range is no different from a gun with a short range if the size of the game space is small, or a weapon that you can drop off heights has no value if the environment is completely flat. Furthermore, the ammo usage of a weapon is entirely dependent on how frequently the player is able to acquire new ammo in the game. The design decisions I made about the weapons are based on the arena and game I made for it, as without this context I have to make HUGE assumptions about the scenario I'm designing for.


The game I made is essentially an FPS that pitches 2 players against each other in a small arena. Each players goal is to get into the opposing base and destroy its core whilst preventing your opponent from destroying yours. If you get killed you get reset at your base after a short period of time and your ammo is reset in your own base. The game has 2 different classes; defense and offense, which the player can switch between at their own base. Each projectile was made with only one class in mind.

The arena I made is relatively small and includes various routes over 2 main heights whilst remaining mostly symmetrical. It also includes small passageways which can be easily blocked off/ guarded and some special shortcut options only available to the offensive class.

The defensive class's first weapon is a t-shirt gun with a lighter on the end that fires tennis balls containing vodka. These projectiles move slowly so can be shot over walls/ledges and bounced a little around corners. They make good use of the verticality in the area. They can be used to kill the opponent as well as crowd control to block off small passage ways. They have a relatively high ammo cap due to their difficulty to hit and crowd control
usage.

The defensive class's secondary weapon is a backpack full of rolled up sheets of aluminum (into cones). They have a very short range and can be dropped from height where necessary. They stick around for a little while and cannot be jumped over from ground height. Initially they could but I made them taller to avoid ambiguity which I felt could lead to frustrating deaths. The secondary weapon for both classes has infinite ammo because I wanted to incentivize idea of the game revolving around creative movement and impeding of movement.


The offensive class's first weapon is a nail gun with only the capacity for 4 nails. It can reach across the map almost instantly and doesn't drop due to gravity. It kills instantly but requires great aiming and skill to consistently pull off. I wanted the offensive class to have to really consider their shots to give them a high satisfaction of hitting them and to give them a different flavor to the defensive. I also felt that skilled players would be too strong with too many nails.

Their secondary gun fires inflatable storage containers that can be used to block off small doorways and stood on to creatively traverse the map. They take a while to blow up though so the player has to think carefully about how to most efficiently use them and what size to use them at. Large cubes can also be used to bypass spikes placed by the defensive class.



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