Flora Frenzy is an action-packed shooter adventure game in which you have to escape from a hostile alien planet. Fight your way through waves of plant-based enemies, use different combat abilities and smoothly manoever your way across the levels. It's time to kick some plant butt!
When we first started developing this game, we were full of excitement and ambition, eager to pack in as many mechanics as possible. However, this project taught me a valuable lesson: sometimes you need to adapt, scrap, or modify ideas to stay on schedule or improve the overall gameplay experience.
In this game, I was responsible for developing the entire player controller. This included handling movement such as jumping, double jumping, aiming, shooting, strafing, and sliding. I also implemented systems for player health, death mechanics, and respawn points.
Sliding allows the player to move slightly faster than their maximum running speed. While sliding, the player can make slight adjustments to their direction, shifting left or right. The slide can be canceled early by jumping, and sliding and jumping can be chained together in quick succession, giving the player a speed boost. Sliding down slopes also increases speed.
The enemy wave and arena system allows for easy customization of the number of enemies, their spawn points, and the types of enemies for each wave. You can also set the total number of waves, all with a responsive UI.
I also did a lot of little tasks like displaying VFX through code, enemy stun and death,..
Engine | Language | Programmers | Artists | Sound Designer | Game Designer |
---|---|---|---|---|---|
Unreal Engine 5 | C++ | Joaquin Verhelst | Anouk van Uffelen | Jake Wheaton | Ethan Nelis |
Sacha Gonzalez De Muer | Joan Tieu | ||||
Shawn Perlado Calapaca |
Engine: | Unreal Engine 5 |
Language: | C++ |
Programmers: | Joaquin Verhelst, Sacha Gonzalez De Muer |
Artists: | Anouk van Uffelen, Joan Tieu, Shawn Perlado Calapaca |
Sound Designer: | Jake Wheaton |
Game Designer: | Ethan Nelis |