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Moody's Castle 

Gameplay/Combat Design

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Wave Updater 

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How?

I first had to figure out how to keep track of the enemies alive. I did this by creating a variable stored in the Game Mode Blueprint. After, I made three events, Increase Enemies, Decrease Enemies, Increase Max Enemies, and Update Round text. I then created a variable called Round Count and set it to 1, as no game I have ever played started at round 0. and I would do a check, so once the number of enemies was equal to 0, I would increment the Round Count variable. which then would update the UI in the top. 

 

Why? 

This is my way of rewarding the player. the player needs some sort of goal. With the limited time, we decided the wave updater was the best system for an enjoyable game.

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Combat Design

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How?

The Player - Once we decided the game was a zombie wave-based game, we decided FPS was the best route to go, so with the limited time and lack of animation skills, I decided permanently attaching the gun to the player was the best route to go, on the plus side, I chose an aiming while running animation to give the player better accuracy when on the move. 

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The Zombie - I used blueprint behavior trees. By doing so, I created several tasks, roaming, rotate to player, move to player, and attacking. Then by adding blackboard values, I set some variables to decided when the enemies saw the player and if the player was in range to play an attack animation. 

 

Why? 

The Player - I got my inspiration from the DOOM series. DOOM is a fast-paced FPS, so I decided to try and replicate the feeling of fast moving, and by giving the players better aim, they will have the incentive to constantly move. 

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The Zombie - By learning how to use blueprint trees to give AI tasks, I am able to further experiment on the knowledge I have learned from this jam. 

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