3D Platformer
Concept
- Platform: Windows
- Technologies: Unreal Engine 4.24.3, Blueprints
- Language: English
- Audience: Targeted audience
- Genre: 3D Platformer
- Mood: Calm, positive
- Emotions:
- Rating: PEGI 3
- User Number: Singleplayer
- Gameplay time: 10 min+
- Main mechanic: Endlessly run forward as far as you can
- Goal: Achieve a high score
Targeted audience
Targeted primarily at casual players who prefer to play simple games in order to kill time.
Game Character
Game mechanics and operating Controls:
- Actor moving: WASD keys (W - forward, A - sideways (left), S - backwards, D - sideways (right))
- Camera/Rotation: Mouse (move mouse to turn the camera)
- Jumping: Spacebar (hold to jump higher) Game mechanics:
- Player can pick up bonuses (coins) in order to get a higher score
- Player must avoid falling and bumping into obstacles
- Picking up boosts makes it easier to proceed forward (highlighted in order to stand out)
Interface
HUD:
- Score counter
Gameplay map Character spawns at the beginning of the pass with various obstacles According to user input character can perform movements Upon falling or colliding with a copper object game restarts (game over) Collecting bonuses changes game conditions for a set amount of time:
- Invincibility bonus allows character to go through copper objects
- Slow bonus slows down moving objects
Visual
All the assets were taken from Unreal Engine 4 Starter Contentment Pack.
Level Design
Player spawns on a procedurally generated endless path with obstacles. Player has a score of 0. In front of the player randomly spawn platforms with moving obstacles, bonuses, boosters, walls and gaps. Two types of boosters can be spawned: invincibility (allows to go through walls) and slow (slows all moving objects).
Balance
- Player speed: 800
- Player jump max height: 300
- Gravity effect on player: x2
- Obstacle movement speed: 2 – 5.75 points per event tick (+0.75 per difficulty level)
- Slow boost obstacle stalling: 1 point per boost
- Invincibility boost time: 8 – 3 (-1 per difficulty level)
- Slow boost time: 12 - 4.5 (invincibility boost time x1.5)
- Bonuses per platform: 0 – 2 (randomized)
- Points per bonus: 10
- Difficulty increase on points count: 100/200/400/800/1600
- Platform variation proportions:
- Tile with/without wall at the end: 1/3
- Tile with/without gap at the end: 1/2
- Tile with boost/obstacle/nothing: 1/4/5