SCI-FI CITYSCAPE-FPS
This project I completed for my Master's End of Year Project. It consisted of creating a playable FPS demo from scratch using Unreal Engine 4 with an introductory level.
Inspirations: Total Recall/Bladerunner
Walkthrough
Area 1 - Alley/Garage
The game starts with the player waking from an encounter in a back alley in a bad way. The player will see this from the red vignette covering the screen as well as the limited speed at which they can move. The first objective for the player to complete is to patch themselves up.
Limping through the alleyway, guided by the firepits and narrowing spaces in which to walk through, the player will come across a garage blocked by a fence. By following the fence around, the player will notice a small hole in the fence, which is the prompt for the first use of the crouching mechanic.
After reaching the other side of the crawl space, the player will enter the garage.
Navigating through the garage up the stairs into the office, the first thing the player sees when entering is the sign on the wall, this is a small indicator of where to go and will guide players on where to go next. Heading upstairs into the office immediately is the medical cabinet on the wall. Interacting with it will restore the player's health to a certain degree but not fully. This is to keep up the idea that the player has suffered terrible injuries and needs urgent medical attention, but this will tie the main character over until then.
The second objective is also to be completed in this area,which is to arm the player. After the player has used the medical items in the cabinet, before exiting through to the second alley will notice a pistol on the office desk. The player is now ready for their first combat experience. To gradually build up challenge later on this enemy is faced away from the player allowing to be dispatched of with relative ease. After the enemy has been defeated, the player can proceed.
After this simple combat sequence, the player cuts through a narrow passage to a construction site overlooked by an abandoned office. Turning left to proceed to the lower level, the player will see multiple enemies before they engage, giving enough time for preparations. Due to the increased challenge, the use of cover has been placed for the player to use in tandem with the Lean Mechanic. After the battle is done the player advances into the office building.
Area 2 - Office/Nightclub
The office building is entered through a window reached via scaffolding in the construction site. The player will notice health and ammunition pickups in the first room to replenish lost resources from the previous engagements. In this area, the challenge increases again, and the player is thrust into a burning building with multiple enemies, all in a close quarters environment.
Cover is available and the player will have to use it to make it through. Enemies are now equipped with different weaponry than the previous adversaries. Now an enemy carrying a shotgun lurks within this zone. If the player explores a little, they will be rewarded with a shotgun of their own, a powerful tool within this confined space. As the battle ends, the player ascends the building onto the roof.
The player has reached the roof and seemingly has nowhere to go. Minor exploration will reward them with another new weapon: The M4 Assault Rifle. This is to help in an engagement that is to be reached very shortly. As the player reaches the edge of the rooftop they will see a nightclub across the street. The only way to reach this area is to leap off the roof through the glass windows and land inside the club itself.
The player lands by the bar in the nightclub, and faces their toughest challenge on the level. With 7 enemies at varying ranges. Ample cover is available however the player must be mindful of not being flanked from the opposite side. There is an extra weapon on the bar in the form of a Sub Machine gun. This is to help the player at longer ranges if they did not pick up the M4 from the rooftop and to provide bonus firepower if they did.
Once the first 6 enemies are dealt with the player will try to escape through the back door, this will be locked by a keycard which is located in the office above the dancefloor. With the final enemy dealt with and the key obtained, the player can leave and finish the demo.