Game name: Burned at the stake
Role: Player Programer / UI Programmer
Team size: 13
Time frame: 7 weeks
Engine: Unreal Engine
Itch URL: Burned at the stake
For my third project at Futuregames, we had seven weeks to complete the work before "Jury Day." Our team consisted of 6 artists, 2 designers, and 5 programmers. My primary role was to develop player movement and the carriage upgrades, but I also contributed to UI design. We took a collaborative approach, with programmers taking on additional tasks as needed. I created the player HUD, credits menu, and worked extensively on the options, pause, and intro menus. For player movement, I implemented a spline system for automatic forward movement, allowing players to move sideways with their inputs. Additionally, in adherence to accessibility requirements, we included keybinds and colorblind settings.
For the player movement system, I focused on creating a smooth and continuous experience by utilizing a spline-based approach. By moving the player along a predefined spline, I ensured seamless motion throughout the game environment. To enhance gameplay, I incorporated input controls that allow the player to strafe left and right while following the spline.
Additionally, during the development process, I explored an advanced feature—connecting multiple splines to enable branching paths. This feature allowed players to choose different routes during gameplay, dynamically switching between splines to follow their selected path. Although this feature didn't make it into the final product, it showcased the flexibility and potential for more complex movement systems.
Battering Ram
The battering ram is the first upgrade available for the player's carriage, enabling the player to damage enemies by driving through them. I implemented this feature by adding an object to the front of the carriage, which becomes visible once the upgrade is unlocked in the ability menu. Additionally, I wrote the necessary code to detect collisions between the battering ram and AI enemies, triggering damage when contact occurs.
Galvanized Tower
The galvanized tower is the second unlockable ability for the player's carriage, functioning as a laser that inflicts damage per second on enemies. To balance its power, the ability can only be used for a limited duration before a cooldown period is triggered. When activated, the laser tracks the player's mouse movement, dealing damage to any enemies it intersects. I implemented the laser effect using a Niagara system.
Controls
In the controls menu, I provided players with a clear overview of all available controls and the ability to customize keybinds easily. Players can simply click on a keybind they wish to change, then press any key on the keyboard to reassign it instantly. For added convenience, I also included a reset button, allowing players to quickly revert to the default keybinds if needed.
Credits
The credits menu features a straightforward design with a scrolling text animation that smoothly resets upon reaching the bottom. This continuous loop ensures all contributors are properly recognized. Additionally, a "back" button is included to allow players to easily return to the main menu at any time.
Pause menu
For the pause menu, I designed and implemented a user-friendly interface that enhances the player's control over their in-game experience. The menu includes essential buttons for continuing the game, accessing the options menu, and quitting to the main menu.
The options menu is organized into four distinct tabs, allowing players to customize various settings to their preference. These tabs cover key areas such as display, audio, controls, and accessibility, ensuring a comprehensive and accessible experience for all users.
Accessibility
As part of a required feature set by our school, my team focused on implementing accessibility options to ensure our game was inclusive for all players. We chose to add colorblind settings, allowing players to customize their visual experience. By simply clicking the button for their preferred colorblind mode, players can easily activate the setting that best suits their needs.
Player HUD
I contributed to the design and development of the player HUD, which displays essential gameplay information such as health and available abilities with their respective cooldowns. The health orb visually depletes as the player takes damage, providing clear feedback on the player's current status. To enhance the visual appeal, I incorporated a spinning wheel animation, adding a dynamic element to the HUD.
The ability bar is designed to be intuitive and responsive. When a player unlocks a new ability, it automatically appears on the bar. Upon use, the ability icon changes color and visually represents its cooldown period. Additionally, the keys for activating abilities are updated in real-time to reflect any changes made in the keybinds through the options menu.