
Megacity
Megacity is my biggest project to date. Developed over 4 months with a team of 4 in Unreal Engine 5.4 it was our final project for school at the EJVM. We decided to make a chaotic 3rd Person Cover Shooter with RPG elements such as stats and loot drops
Project Details
Inspiration
My Goals
-Developed over 4 months
-Team of 4
-Unreal Engine 5.4
-Perforce
-Random generated loot
-third person shooter
-cover system
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We took inspirations from RPG's and cover based shooters, like Tom Clancy's The Division 1&2, Destiny, Borderland, Gears of War, Remnant, etc. For the atmosphere of the game we took a weird near-future apocalypse city setting, taking inspiration form fallout and again the Division series
My goal in this game was to let the player play the game with any playstyle they want, having some abilities and stats based more on offensive for a more close quarter aggressive player, while making it as viable to play slowly, going cover to cover taking their time with every shot.
Cover System
We decided to implement a cover system since it fits well with the third person perspective and the shooter genre. the cover system has 2 main position standing and crouching. crouching lets you shoot in the middle and blind fire enemies while standing forces you to peek the corners. We also added a roll for the player to go from cover to cover quickly
Abilities
In addition to the guns, the player also have 4 abilities to choose from. The player can equip 2 at the same time.
​2 Based on Health
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- The shield makes you invulnerable to damage for a short time
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- The stim heals you a little, gives a dmg resistance and it gives you unlimited stamina for a short time
​2 Based on Damage
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- The Turret can be place almost anywhere, it can be destroyed by ennemies and will self destruct after 30 seconds
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- The homing grenade is my personal favorite, when it get an enemy in its range it will stop for half a second then explode on it's target, it also damages nearby enemies
saving progression
Even if our game is relatively short and could be played in a single sitting, we added a save system to keep your progress. It keep tracks of all the loot you have, the one you have equipped and what level you have finished.
Grapple
We made a grapple for the player to add backgates, a point of no return in levels so the player is forced to fight instead of backing up. It also adds a 2d routes to some level giving the player choices on how to approach the enemies.
Overwolrd
and
maps
To go from a level to another the player will travel in the overworld, a top down click to move section. instead of his usual character the player will control a van in the remains of Megacity. There is an indicator for completed levels and hidden loot scattered around
Loot
The Big part of the project was the making the RPG stats with random guns and armors drops. Everything has a Rarity from common to legendary. Each rarity has a set amount of bonus for each item
Armor: HP buff, Regen, Stamina boost etc
Guns: DMG boost, Headshot bonus, elemental DMG buff
Buffs
balancing
Drops

Balancing all the buffs, drop rate rarity and enemies spawn was hell of a job, but it was fun playing my game over and over to change small stuff adjusting about everything. helped a lot to find bugs and change a lot of stuff


Enemies
The enemies are copies of the player, but they dont have the loot and rarity system on them. They are all equal in their class stats, unless modified (special levels and Bosses)


Every class has a different skin and color to make them recognizable. They each has a specific gun attached to their class
Pistol and AR ennemies are the most common in the game, they have the defaults settings

Shotgun, suicide bombers and melee enemies have a way more aggressive playstyle and less health
Snipers are the one taking cover the most to saty at a long range, when they are aiming at the player you can see a red laser letting the player know they are in danger


Bosses are a unique enemy type with a yellow healthbar and often a unique weapon (Grenade launcher, Semi-Auto shotgun)
They have boosted health and are agressive towards the player, they can only be found in specific levels
I really liked working on this project because i was the first time i made a game by myself without a team. It helped me learn a lot on AI, Systems, work flow and let me touch every part of developing a game

