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[UDK-WIP] Shanty Shootout

  • Z3LCIAH
  • March 7, 2014 at 9:17 PM
  • Z3LCIAH
    • March 7, 2014 at 9:17 PM
    • #1

    Hey there,
    Thought i'd post up my final year project i'm working on, i'm a student at Teesside University and closing in on my deadline (3 weeks to be exact) i'd like to get some feedback so i can make some changes in my final weeks.


    About:

    My project is a 'speed-shooter' inspired by 'The Club' in which I've challenged myself to create a fun, repayable level using assets provided with UDK and relying on only visual scripting & flash to implement all features and mechanics. At the start of the project i stated i wanted a big arcade feel to the game as this would work well with the replay ability factor.


    The game play is essentially a wave shooter that gives the player 4 minutes to kill as many bots as they possibly can whilst increasing there high score along the way. Killing bots in quick succession grants the player a multiplier bonus, if they player doesn't kill a bot within that time slot the multiplier is lost. I've spent along time developing this game, a lot of which was spent on researching the game type and how certain mechanics can be implemented but i'm very happy with how the game has came together, albeit there is room for improvement which is why i'd like to get some feedback from you guys.


    Map:

    [Blocked Image: http://i.imgur.com/5EO089V.jpg]

    There's 6 enemy spawn points in the map that all patrol there own designed areas, there's plenty of cover in the map so player can bop in and out of. The player can use the full map for cover as well the cover shown above.


    Features:

    - AI: Enemies patrol a designated area searching for the player, when the player is in sight they crouch behind cover. When hit they have a chance to move to a new cover node or stay behind the one the are currently at.

    - Multiplier Scoring: Killing enemies quickly enables a score multiplier, the max multiplier is 5. Not killing enemies quickly loses the score multiplier.

    - Sprinting & Stamina: Pressing 'Q' the player can sprint and must wait for the stamina to regenerate before using it again.

    - Highscores: At the end of the round or when the player is killed, they are presented with their scores for that round.

    - Active Reload: Reloading at the right time awards the player with extra ammunition.

    - Ranked Kills: Each kill is rated and presented to the player.

    - Wave Counter: Each wave displays the wave number and how many bots are present, killing a bot removes a bot from the counter.


    Gameplay Video:

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    (Note: This video is out of date by 1 week, as i can't record gameplay at home. The minimap always won't be in the final build)


    Atmosphere Video:

    This is a newer recorded after i added in some over-growth and lightning effects.

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    Screenshots:

    [Blocked Image: http://i.imgur.com/0NBvZZa.jpg]


    [Blocked Image: http://i.imgur.com/LZJcncq.jpg]


    [Blocked Image: http://i.imgur.com/vBc8Rhr.jpg]


    [Blocked Image: http://i.imgur.com/OHvtE8G.jpg]


    I have alot of lighting work todo so any pointers and feedback would be greatly appreciated!.

  • General Vivi
    • March 7, 2014 at 10:10 PM
    • #2

    Looks awesome so far man!

    My only worry would be about noise (materials / lots of grass sprites) and the readability of players. Might also consider turning up the brightness on your ambient light and in general adding more spotlights.

    *thumbs up*

  • FMPONE
    • March 8, 2014 at 12:59 AM
    • #3

    That is a very pretty environment. Agree with vivi about readability.

  • Z3LCIAH
    • March 11, 2014 at 12:21 AM
    • #4

    Thanks for the feedback guys, i took what you said into consideration and spent the past 2 days re-working the lights and also redone the grass/overgrowth as a few people including yourselves mentioned it was a little too hectic. With the new open space i went round and added some puddles so that area looks just that little bit nicer i think. I've also added a simple main menu and some flags that animate as the wind particle effect alone wasn't having the impact i was going for.


    I still have a week left to play around with the lights and appearance of the level so if there's any more feedback i'd really appreciate it!.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    (The lightning effect was made to appear alot more quickly for this video, i wanted to show it off on the main menu rather than waiting around)


    High-Res images here: https://www.dropbox.com/sh/vh8vww76154gpi3/cab4eWx6BV


    [Blocked Image: https://dl.dropboxusercontent.com/u/45115560/FYP_Screenshots/Highres_Screenshot_00001.bmp]


    [Blocked Image: https://dl.dropboxusercontent.com/u/45115560/FYP_Screenshots/Highres_Screenshot_00005.bmp]


    [Blocked Image: https://dl.dropboxusercontent.com/u/45115560/FYP_Screenshots/Highres_Screenshot_00003.bmp]

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