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 Devices using custom NPC 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
  • 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 Device for 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

Resources

  • resource nodes made with Prop Manipulator Device to 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