Gameplay (!! Epilepsy Danger !!)
Pitch

This game is an action/bullet hell inspired by "Vampire Survivor". You kill waves of enemies while getting new weapons and upgrading them when you level up. All the enemies act on the beat of the music, only the player is free from the beat.
Context

This game was made with a team consisting of 3 programmers and is the project we had to make for our C++ class. It was our first time creating a game in C++ and we created it from almost zero (we used the SFML library to help).
My Tasks
Engine
Collisions :

- For game objects (enemies, weapons, bullets)
- For UI elements (ex: detection of mouse click on a button)
Gameplay
Enemies & Bosses :

- Movement on the beat
- Go towards their target (player)
- Damage when close to target
Enemies Stop
Enemies Stop
Enemies going at slow speed (every two beats)
Enemies going at slow speed (every two beats)
Enemies going at normal speed (every beat)
Enemies going at normal speed (every beat)
Enemies going at fast speed (every beat but greater distance)
Enemies going at fast speed (every beat but greater distance)
Wave with enemies (small red circles) and bosses (big pink circles)
Wave with enemies (small red circles) and bosses (big pink circles)
Wave system & spawners :

- Enemies spawn from around the screen (outside of it)
- Random spawn points
- Number of enemies per wave increases with time, as well as enemies' stats.
Upgrade System :

- Get one new weapon or upgrade a weapon you already have when levelling up​​​​​​​
- Cannot get the same weapon two times
- Will give a new weapon if there are still weapons to get and inventory isn't full
- Randomly select one to three weapon in your inventory and give the player the choice to upgrade them
FX
Particle System :

- Particles on enemy death​​​​​​​
Hit markers :

- Similar with the particle system in the way it works
UI
Menus :

- UI Buttons
- Start Menu
- Upgrade Menu
- End Menu
Links

You may also like

Back to Top