Slime's Scape is a project made with Unreal Engine as part of learning blueprints for the master of Creation of Videogames from UPF. For this project we were asked to implement some basic mechanics that we had seen in class and develop a couple more on our own.
I have always liked the freedom of open world games where you could find different missions or tasks that you could do without having to follow an order. And so Slime's Scape was born, the idea of creating an open world where you can move and explore without restrictions. Unfortunately the time and knowledge for this project was extremely limited so the project is a very green version of what I had imagined in my head.
Below you have a small trailer of what you can find in the game
You can dowload here: Slime Scape Project
HISTORY
Although Slime’s Scape was only a project in which to show different mechanics made with Blueprint, when the idea came up, a little story also emerged to support the motivations of the main character.
The world of Slime's Scape begins when the protagonist's town is destroyed by the rest of the slime clans. The particularity of the protagonist's clan allowed them to absorb any type of element (fire, air, earth and water) and make use of their powers. This does not like the rest of the clans who can only absorb a one specific type of element and therefore feel jealousy and fear at the same time. Thus, with this motivation, the four clans destroy the village. And this is where the game begins.
The main character's motivation is not revenge, but to flee from that planet. But to do so he needs to gather energy to run an old spaceship. But the energy that his clan stored has been stolen and divided by the rest of the clans, so he must defeat them to obtain it.
MAIN MECHANICS
The Slime’s Scape character has different mechanics, but all of them have the same particularity, they spend their life bar. For this reason, it is important to balance the use of these mechanics and collect those elements that increase the life bar. The main mechanics are:
- Shoots: Fire small bullets that will travel in a straight line until they hit something.
- Bombs: It creates mini versions of himself that send in straight line and exploit with the contact with enemys or when pass the time
- Geo Spawn: It creates different geometric forms that can be used to things like to go up to places, block attacks, etc
- Grow: It double in size to absorb enemies. While in this state, the life is consumed
ENEMIES
For this project, I designed four different types of enemies that, in addition to having different attacks, also have different behaviors.
Water Enemy
The water enemies have the ability to fire projectile
When they detect us, they immediately notify all nearby enemies of the same type, so we will soon be surrounded by dozens of these enemies, but if we go out of their range they will stop chasing us.
When they haven't detected us, they are making defined patrols.
Fire enemy
Fire enemies do not have an attack ability, however when they detect the player and are close enough they begin a self-destruct countdown. If before they start the countdown we lose sight of them, they will stop chasing us.
The attack of these enemies not only affects the player, but also other enemies. If these enemies are fire-type, then a succession of explosions will start that could kill us.
These enemies do not have patrols, they move randomly. In addition, when they detect the character they do not warn others, they just run after him.
Earth enemy
Ground enemies are much more stubborn than other enemies. Once they detect us they will never stop chasing us until they or we have died. And since they also alert their close companions, we will soon find ourselves surrounded by many of them.
His attack is melee, jumping on top of us, so we will have to be careful not to be surrounded by several.
Wind enemy
Wind enemies are the hardest to defeat. Although they do not have an attack that takes a considerable amount of life from us, their air balls will expel us many meters backwards, making us fall from the mountain where they are.
They do not notify their companions and they do not move from where they are, making them perfect for defending certain parts of the mountain, so it will be difficult to ignore them.