https://www.youtube.com/watch?v=Im1VINN3Tkk&feature=youtu.be

Slime Survivor

VR Arena Shooter | UE4 | 2018 | 2-Week Project | 10-People Team

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Technical Design

1. Wave Spawning System

  • Based on a linear formula an enemy pool would be generated
  • The pool is then distributed across enemy spawners
  • The spawners are placed outside the player’s view

Wave system showcase, with 3 out of 5 active spawners

1. Wave Spawning System

  • Based on a linear formula an enemy pool would be generated
  • The pool is then distributed across enemy spawners
  • The spawners are placed outside the player’s view

Wave system showcase, with 3 out of 5 active spawners



2. Highscore System

  • Score calculated based on a combo value
  • Current total score is shown with spatial U.I. on the floor
  • Gained score displayed next to an enemy
  • The high score is saved on a leaderboard at the end of the game

Score system showcase

2. Highscore System

  • Score calculated based on a combo value
  • Current total score is shown with spatial U.I. on the floor
  • Gained score displayed next to an enemy
  • The high score is saved on a leaderboard at the end of the game

Score system showcase



Level Design

1. Playspace Creation

  • I was responsible for crafting all gameplay relevant aspects of the playspace
  • This included placing all gameplay components (e.g. spawners)
  • Making sure that the enemies could spawn and move correctly in the space
  • And iterating on the space, so that enemies can’t get stuck

Wave system showcase, with 3 out of 5 active spawners

1. Playspace Creation

  • I was responsible for crafting all gameplay relevant aspects of the playspace
  • This included placing all gameplay components (e.g. spawners)
  • Making sure that the enemies could spawn and move correctly in the space
  • And iterating on the space, so that enemies can’t get stuck

Wave system showcase, with 3 out of 5 active spawners



2. Collision Placement

  • The enemies just move in a straight line towards the player, so they got stuck often in geometry
  • To fix this I handplaced custom collusions into the existing landscape, to funnel the enemies
  • The collision shadows are not visible during gameplay