Weapon Powerups and Teleporter


After the playtesting session with guests from Ubisoft, we recognized the base of the game is fine, however, the depth of our game is a bit shallow. Therefore, we decided to add a PowerUps system into the game to make it more interesting and challenging. As reminded by professor Steve that the core of our game is cooperation and trails (shooting others’ trails), we built the powerup system carefully so we managed to avoid introducing redundant power ups which may affect the key concept of Dream Eaters.

Therefore, we implemented 4 different weapons: Shot Gun, Sniper, Scissor and Flame Thrower.

Shot gun is basically shooting multi-bullets at the same time.

Sniper is shooting a powerful piercing bullet that goes through everything. However, sniper has a lower fire rate.

Scissor is a one-time melee weapon, but we found that we cannot simply just reuse the logic for guns on scissor. So we end up building a new system for it (such system allows us to implement more one-time-use items/stuffs, which we might go deeper with if we have more time)

Flame thrower is just like a lazer bean with fixed dmg distance and area. The special effect of Flame Thrower is once it hits trails, the trail is paused from generating new trail gameObject for 1.5 seconds (not cummulative).

Additionally, we add Fire Rate concept that makes each weapon distinguish with each other more obviously (we also have plan for a powerup that increase all players' fire rate)


Meanwhile, we introduced portals which teleport players from point A to point B on the map. The purpose of it is to improve the interaction between players and map. Currently, the map just has several obstacles that restrict players' running route. Hopefully, the portals could allow players to 'play' with map more. 

Files

CSC404 Video Game Design - PlayTest Report.pdf 67 kB
Mar 27, 2021
Playable Game.Zip 88 MB
Mar 27, 2021

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