System Design (Dreadful)

Below are the system I designed for Dreadful a first person horde shooter.

To the right you can see the grenade that I developed along with the ability to throw. With this I made the player toss out the grenade and after a delay the grenade will explode. To balance this, I included a cooldown system that you can see recharging in the image of the grenade. This stop the player from using all of their grenades to take out the hordes, forcing the players to use the weapons and environment to their advantage. Also if you look below you can see the images of the original orb (left picture) use to throw out both the grenade and the void pull, along with the in development radius for the grenade damage (red circle in right picture)

To the right you can see the double jump mechanic that was added to our game. I wanted to add this to our game to allow the players to have multiple ways of escaping the zombie horde, from jumping over groups of the horde, jumping over gaps, or obstacles blocking the players path. This jump mechanics can allow the player to shift their direction while in the air, taking the players momentum in count as well for how far the player moves while jumping.

To the left you can see a radial menu. For this I wanted the players to be able to see the weapon they are currently equipped with to show this I added a green circle around the radial menu. Along with this the section light up blue to show the player which section they are currently targeting and once’s the tab button is release the player will select the weapon and swap over to this. Originally, this is all we wanted to include, but once our weapons designer added the tracking to the ammo count, and max ammo, I wanted to add this to the radial menu as well. If you look below you can see an image of the system in development using buttons instead of checking the players mice location for selection.

To the left you can see the void pull. The main use of this mechanic was to allow the player to pull the zombies into single location giving the player a moment of safety and control of the enemies they are facing. This is using the Unreal Engine 5 Radial Force. However, this would pull both zombies and the player into the orb, to stop this I had to make sure the radial force would only effect the zombies. I also added the ability for the grenade to interact with the void pull. Once the grenade comes into contact with the void pull it will explode dealing damage in the whole area the void pull is effecting. There is a cooldown on this void pull it self only lasting a few seconds, while the player has a recharge time on being able to use the ability. As mention before the same orb used for the grenade was a place holder for this until a particl effect was made for both the thrown object and the void pull itself. Below you can see an image of the void pull radius while in development.