Rev'nShoot page button below.
Team Info
Team Name: Currently undecided(this will change later)
Team members: Joao Escorcio, Logan Hibbard, Billy Johnson and Liam Hughes(me)
Idea 1(Main Idea):
Game Name: Bounty Reaper
Game Genre: First Person Shooter, Arcade
Theme/Aesthetic: Sci-Fi/Old Western
Idea 2(Backup Idea):
Game Name: Undecided
Game genre: Racing game
Theme/Aesthetic: Arcade-Semi Realistic
Job Roles:
Liam: Researcher, Game mechanics developer (Enemy mechanics, Level selection, Damage system)
Joao: Researcher, Game mechanics developer (health and stamina system)
Billy: Researcher, 3D Modeler/Textures, Game mechanic developer (ladders, ladder mechanics, boxes, barrels etc.)
Logan: Researcher, Game mechanics developer (player movement)
Gantt chart:
GDD (Games design documentation):
Week one:
Week one we created a mood board discussed the type of game we would make, the genre and theme etc. We came up with two options, the racing game and the First person shooter game and we eventually decided on the FPS being the main idea with the racing game as a backup. We decided to go with an Sci-Fi mixed with old western Aesthetic. We also decided that the weapon choice could be a revolver as it fits the theme.
Week 2:
Then Logan Came up with the first main Idea for the game which we then had a discussion and agreed on the main aspects. The idea is that the player will have a range of different types of bullets and that each bullet will hold their own abilities. As a player you can assign the special bullets into a revolver. By limiting the amount of different special bullets you have different opponents will be more difficult to defeat without certain abilities, so the player then has to strategically assign the bullets depending on the types of enemies in the level.
The premise for the game would be a bounty hunting game, each bounty having different locations and different types of enemies. There is a lobby where the players can purchase items, upgrades etc.
Here I expanded on the main idea, each enemy can be assigned a tag so that certain bullet types will only work if this enemy is the target. This means the player must strategize which bullets to use for which level. Some bounties may require certain bullets to make the level easier, otherwise it will be really difficult.
I also expanded on what each bullet type could do.
Teleport bullet teleport the player and the enemy that is killed with this bullet ( there may also be objects around the level which the player can shoot and teleport to).
Auto Aim (Homing) bullets are within a certain radius of technology enemies the bullet homes towards them.
Bouncing bullets are bullets which can bounce off of objects around the level up to three times.
Magnetic bullets are bullets which track the enemy, like homing bullets except, for enemies with magnetic armour. I also provided an upgrade idea where the magnetic force is reversed so the enemy is dragged towards the bullet and explodes.
Time bullets slow down enemies hit. And another upgrade idea, the ability to control the bullet in the air with slowed speed so the player can swerve the bullet around corners.
Next as a team we begun to expand further on the idea, some suggestions for the game GUI, keeping the game fast paced with different movements like sliding etc. Then I suggested some potential level ideas. The first idea is a train fight, as we are sticking with old western them, I thought a gun fight in a confined space could make the game more difficult as there isn't much space to move, this means the player will have to take cover behind chairs and tables etc. The second level idea is for a western town which is more open and allows for the player to move and take advantage of high spots by climbing up ladders.
Week 3:
For week three, I made some floor plans in photoshop for the level ideas I had, showing where the enemies, table and chairs, light sources, player spawn, boundaries, pickups, ladders, doors and cover is. Then we expanded on other ideas made plans for a tutorial level along with the floor plan, weapon concepts and environment etc. At this point we were also starting to learn how to use blueprints and unreal engine to prepare for making the game.
Week 4:
Week 4 I thought the gameplay loop was lacking as it was just a kill and unlock loop. So I suggested some other ideas of different game modes like a hostage mode, extraction of items and a time limited trial.