
DYSTOPIAN
ROLE
Course Project: Game Mechanics
DESCRIPTION
As you play DYSTOPIAN, you take part in a third-person perspective set in Exeter Cyber City 2055.A player character in this game must navigate through a level, avoiding obstacles and fighting enemies using the given weapon system and other mechanic tools. It includes the "FLING" feature. Using this feature, he can pick up any highlighted object in the surroundings and toss it at the enemy, adding another dimension to the gameplay. In addition, the 'Dual Jump' feature adds even more excitement while blasting enemies away when you land next to them.
YEAR
2022
GENRE
Action TPS
PLATFORM
PC
GAME STORY
A long, long time ago on a Nemesis planet, Omega galaxy... As part of the Nemesis Empire's plan to capture the Milky Way, a group of robots called Iroria7X are instructed to fly in that direction. Eventually, the speck transforms into Exeter Cyber City. Our protagonist, Suhan, works for the military to develop intelligent machine robots that can be used in combat. He is also developing a secret superpower suit that a person can wear and use during battle. Exeter has already been hit by a Civil War led by the evil giant Rick Meadows, who is capable of stealing and even brutality. Half of the planets have already disappeared from the terrified Iroria7X robots. They make their way to Exeter Cyber City. When they finally arrive, they encounter a tribe of people and drive them away, and a fight breaks out between the Iroria7X troop and the Army. The army robots sent by Suhan fail to defend. It is a matter of life and death for Exeter Cyber City. Suhan's secret suit is his final piece of equipment to defend Exeter.
SNAIL'S PACE:
Time slows down when you aim
GAME MECHANICS
When you target an enemy, everything around you slows down, while you can aim and fire. This gives the character a unique edge over enemies, especially whenseverely outnumbered, or when precision is required in clutch moments.
INSPIRATION FOR SNAIL'S PACE: I was inspired by Maxpayne's Bullet Time combat system, which allows the player to respond in real-time to the controls while at the same time slowing down everything around them. As a matter of fact, everything slows down, with the exception of the player's aiming and shooting. In this game, I've attempted to recreate and add a unique element where time ticks down only when pointing at the enemy. This signifies a red target encircling the enemy and makes it easy for you to fire at it. How players adapt to this system is completely skill-based
FLING
This lets you pick up the highlighted objects in the environment and launch them at an enemy to damage.
INSPIRATION FOR FLING: Control is my favorite game of all time. It caught my attention because of its abilities. One of the unique features of the game I enjoy is Launch, which allows you to launch various objects at destructive speeds. With my "FLING" concept, you can pick up items from the environment and fire them at the enemy, with a projectile sight of line to release them and rotating visual effects. This mechanic is incredibly addicting and keeps the action exciting. In the engine, I struggled a lot with creating this mechanism.
DUAL JUMP
+
FALL BLAST
This feature makes the character able to double jump and when you land on the ground next to an enemy, it pushes them away instantly.
INSPIRATION FOR DUAL JUMP + FALL BLAST: In most games, double jumps have always been one of the most satisfying mechanics. However, just the double jump makes it regular. With this game, I added a double jump mechanic where the character can jump once and then jump again in the air, as well as a new mechanic called "FALL BLAST" where enemies flee instantly once you land next to them, from just one to a group, with a particle effect to represent it visually
LASER RIFLE
In the game, the player character is equipped with a laser rifle that fires 30 rounds of ammunition and can be reloaded quickly. When faced with a large number of troops at a distance, this weapon system allows you to fire instantly with reasonable accuracy, a steady fire rate, and manageable recoil. Often employed at long and medium-long ranges to harass the enemy from a distance.




