Bot Blast
Game Overview
A top-down, isometric twin-stick shooter that I conceived and developed over a couple of weeks to showcase my proficiency in Rapid Game Design and prototype/modularity work within Unreal Engine and blueprints. The concept is straightforward: battle against infinite, randomly generated waves of enemies while navigating ever-changing platforms.
Role
Game Design, Technical Design
Year
2024
I designed the weapon system to be as modular and designer friendly as possible making full use of data assets and the Unreal Engine 'parent' system. Before jumping in engine I know I wanted to make different types of weapons and for each weapon to be unique and have different stats from one another but I didnt want to be working efficiently with lots of random or uneccorserry code, Therefore panning before hand was key as I could find an effective way to make weapons and have them working quickly and designer Friendly.
To do this I made a Base parent weapon class that would house all the 'main' weapon data needed for that weapon to work with stats, FX, sounds and the mesh. This data would then be sent down to child classes that were more specific to the weapon, which would then house the firing mechanic (line trace or projectile) or finer details. This allowed me to separate code into different areas so would know what I need to edit for when any bugs show up.
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To house main weapon data, I used Data Assets. These would hold all the main data needed for the weapon to work. They also allowed for quick and easy changeability from a designer point of view as I could go into the 'DA' to change damage, fx stats on the fly.
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Below is a image of the Data Asset for the Machine gun which is used to hold main weapon data. Each weapon has one of these.
