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THE ARCADE

- Developed in 1 month
- Engine: Unreal Engine 5
- Game Design

MY GOALS

For this project, my main objectives as a Game Designer were focused on creating core gameplay systems that would define the player experience. Specifically, I set out to:

  •  Design and implement an AI Wave System

  •  Develop all player mechanics 

  •  Create a progression-focused Shop System

Mechanics
Fireball

The fireball is an attack that have 50% of luck to lauch. This attack is related to the Power Hit so when you pressed the key to lauch it, you have 50% to get the FireBall or the Power Hit. The Fireball will have more % to get it if you upgrade this abilities in the shop!

Small Hit

Small hit is an attack that do less damage to ennemis every time the wave get higher in difficulty. But the attack speed of this attack is faster than the others! this attack can be upgrade at the shop in the same section of the Power Hit.

Blink Dash

A Dash that do the same thing that the simple dash do but you need to have it to finish the game because it can go truth walls!

Power Hit
  • Power Hit is an attack that can kill more than one ennemis at the same time! You can upgrade is damage at the shop.

Simple Dash

A simple dash that you can do 3 times in a row to go more faster and dodge enemy attack with after a reloading charge that take 3.5 seconds to reload one

The Shop

The Shop is where you can upgrade all of the attack and the Dash that you have just see before! This shop is a big game changer for the player to advance in the game in a more easy way! But this shop create some problem during the game! It will create some bug that have been made to disturb the player during the game!

BUGS CREATION
Little Pixel spawn

This bug get create with a widget that when the player buy is first upgrade it spawn to make like a zone around the screen of the player during the game!

Screen Cracks and Meteor 

These two bugs spawn when the player start to finish the game its made to take more screen space than before. The meteor one is a blueprint that spawn randomly on the map that, if the player hits it he would take damage. Add to make more difficulties to the player 

Player Upside Down 

These bugs spawn when the player buy another upgrade to make the player feel more disturb than before! (It affect nothing on the gameplay only the visual except the slow motion!

Screen Error Detected

This bug spawn one time with a widget to show to the player that the machine looks like corrupt!

ENEMY
AI Enemy Beast

These enemy has one type of attack that overlap with a sphere collision on his hands. His Health is higher compare to the others.
- Wave 1-5 one hit 
- Wave 6-11 two hit 
- After wave 11 it goes at 3 hit but not higher

AI Enemy Mario Skeleton

These enemy attack with his knife with a capsule collision on it that overlap on the player because he's the only one to have a real weapon is the one that do the more damage to the player.
- Wave 1-5 one hit 
- Wave 6-11 two hit 
- After wave 11 it stays at 2 

AI Enemy Skull

These enemy attack with a fireball and tries with a homing to track the player for 4 seconds.
- This enemy die with only 1 hit because is more difficult to kill because of his range

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Space Invader
Space Invader

 The Space Invader has been made to add a looping in the game to make the player earn more tickets (money) to buy is upgrade and abilities more faster! When is activate, no wave will spawn until you finish to play. You need to played the space invaders to advance in the game!

Bugs collectibles

These collectibles has been create to make the player play the space invader because when you picked up all of them the wave stop and wait until the player finish. I develop a little arrow on top of the character that help the player to guide where they are. The arrow dissapered when we finish to collect all of them.

 DESIGN CHALLENGES
Gameplay loop

The Gameplay loop is the most difficult thing you do when you make a survival game. Because you need to make the player feel like he advance in the game but not make him repeat every time the same thing. I manage to create a lot of abilities, mechanics, wave difficulties and more! To make the player feel better when he plays and not feeling the game repetitive.

Enemy and Mechanics

I wanted to create enemys that feel like a survival game. It push my knowledge further espacially with the wave system with the AI and the mechanics that I create. It was my first time with a survival game whether it's created or played. I've search a lot on the internet to know more about this type of game and to know how I will do it. 

CLOSING THOUGTS
Conclusion

By creating this game, it help me to know way more about new type of game and how you Design it. At the end this game made me increase my Game Design and my Programmation knowledge that made me now more better than I was before and making me more fluid when I Design a game.

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