⚠️Paused project.
The project consists of recreating the basic mechanics of Superhot in Unreal Engine to then create levels.
The purpose of this project is to improve skills with Unreal Engine blueprints, show a small game design analysis of the game elements and create a level design portfolio.
Superhot is a FPS created by Superhot Team where time moves only when you move.
Is a game with an entry level accessible to almost any player, because the actions are clear and not very complex and there are not many different inputs.
The relationships between input and actions are as following:
By clicking the left mouse button:
By clicking the right mouse button:
By pressing the keys WASD:
By pressing the key Space:
By pressing the key E:
By holding the key R:
This is the relationship between time and movement mechanics:
The movement speed of the player and the enemies is similar.
The time can run in three different speeds: Normal, slow and very slow.
Throughout the game there is a color code that helps a better understanding of the environment and the interactions that the player can make.
The game only uses three different colors very contrasted with each other:
There are two different types of weapons, fire guns and melee weapons
Fire guns
Melee
There's only one kind of enemy and they all behave the same by following this tree of behavior:
Besides, the enemies also have these characteristics:
It lights red when an enemy is almost spawned.
Like the rest of the game, the UI is tremendously minimalist.
The UI of the gameplay is composed only by the crosshair that allows us to know where we are pointing and what kind of interaction we can do.
The feedback of this crosshair is reinforced by shaders that highlight the nearby interactive elements.
All crosshairs are white with a small black shadow on the back. There are five different types:
There are two different types of animations for the crosshairs, one is exclusive to the classic crosshair and the other is shared between the others.
The classic crosshair animation gives feedback to the player about when he can shoot again.
The shared animation takes place as a transition between the change of the possible action to perform.
These are some fx of the game that help boost the gamefeel: