Core TD
Designer & Programmer
Defend your core from waves of enemies on this Fortnite island
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This is my submission from the UEFN Student Bootcamp.
My Contributions
I did all of the design and programming for this Fortnite island.
Design Documentation
Current Implementation Details
Orchestration
- happens in
game_controller.verse - base health
- state management (prep, wave)
- player economy
Waves of Enemies
- controlled by
wave_manager.verse - custom wave config to make adding waves highly configurable and easy
- can define which spawners to use, how many mobs, spawning interval
- can add multiple of these configs for each wave
- NOTE: need to manually enter a spawner ID for now to avoid multiple subscriptions to the same spawner
- hand-placed
NPC Spawner Devicesusing customNPC Character Definition- chose this to make it easy to create new enemies with different stats in the future
- each spawner follows a hand-placed route of
AI Patrol Path Nodes, moving to and ending at the Core- uses custom behavior
path_follower_behavior.verse
- uses custom behavior
- enemies are damaged by Turrets (but not players)
- enemies are eliminated once they reach the core and inflict 1 point of damage onto it
- each wave is started by the player pressing a
Button Device - enemies and waves reward currency upon elimination
Core
- health defined in
game_controller.verse - game ends when Core health reaches 0
- basic text UI at top to show current core health
- player UI text notification when core is hit
Towers
- using
Automated Turret Devicefor these- NOTE: want to be able to add different types of turrets to select from and build in the future
- disabled Fortnite native build system in favor of custom one
- NOTE: want this custom system to eventually be similar to Lego Odyssey’s
- basic system for now:
- controlled with
custom_build_system.verse - pool of turret game objects (to avoid repeated spawning and deleting)
- activate build mode with aim action (right-click on PC) configured in a
Player Input Device- shows a ghost version for accurate turret placement
- snaps to floor
- place turrets with fire action (left-click on PC) in another
Player Input Device - costs currency to place, will not place if not enough
- controlled with
Resources
- resource nodes made with
Prop Manipulator Deviceto allow player to break objects inside the area and receive resources - NOTE: feature not included in final build as a result of re-scoping
Current Holes in Design
- no tutorial or intro in place yet
- want this to be frictionless and also not require reading
- easy to understand within the first 30-60 seconds
Playtesting
- Conducted repeated playtests to iterate the gameplay on
Challenges
- Missed a couple of days of work due to health issues, so needed to do some re-scoping