Shattered Prism
~8 Weeks development time.
This project was made by me as a solo developer.
The purpose of this project was to create a small arcade experience that would allow me to further my skills and knowledge in gamefeel.
My Contributions
Gameplay and Gameloop design
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Gameloop that consisted of killing enemies, unlocking upgrades and achieving a high-score
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All systems created in Unreal's Blueprint
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Tower Defence System
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Simple point and click shooting system
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Wave system that steadily increased in difficulty by introducing new enemies, increasing enemy speed and increasing enemy spawn rate as the waves progressed
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Scaling upgrades that gave the player the choice to either increase their power or recover lost health
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Enemy Classes and Variant System
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Enemy class system that gave each colour of enemy unique properties that would make each enemy feel different
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Variant system that included armoured or other variants of each enemy class
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Game feel and polish
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Many utilised effects such as hit sounds, particle systems, camera shake/bob effects, countless sound effects, etc.
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UI Design and implementation
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Wireframes, layouts and asset lists
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UI implementation using Unreal's UMG
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Endless Bug fixing
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Participant playtests conducted to identify weak points in the game's design and difficulty