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Lancer

Software Used: Unreal 5, Microsoft Word, Piskel

Genre: FPS

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Overview

  • Solo quest-based first-person shooter.

  • Player controls Lancer, who infiltrates an evil robot spaceship.

  • The level builds toward a boss fight at the end.

  • Expanded an existing FPS framework with new weapons, doors, teleporters, quest logic, and boss behaviour.

 

Design Focus

  • Designed a compact FPS level with combat, exploration, key doors, and boss progression.

  • Used colour-coded keys and doors to communicate progression clearly.

  • Added teleporters to connect different areas of the level.

  • Designed weapons with distinct combat roles.

  • Built the level around reaching and defeating the final boss.

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Implementation

  • Created a bubble shield inspired by Halo.

  • Implemented key-locked doors with colour-coded access requirements.

  • Added teleporters for moving between areas.

  • Created multiple weapon child classes:

    • Rapid-fire machine gun.

    • Close-range shotgun.

    • Homing mini-robot launcher.

    • Grenade launcher with multi-explosion behaviour.

  • Built quest UI updates for completed objectives.

  • Programmed custom boss movement and damage behaviour.

  • Created supporting visual assets and diagrams using Piskel and Microsoft Word.

Problem Solved

  • Fixed projectile issues by creating a new projectile from the existing base projectile Blueprint.

  • Adjusted collision settings so new projectiles dealt damage correctly.

  • Solved grenade VFX scaling by using Niagara’s Scale Vector by Curve inside Scale Mesh Size.

  • Fixed radial damage affecting the player from any range by excluding the player through self-reference checks.

  • Improved quest update logic by using an endless loop on trigger volume overlap.

  • Rebuilt boss behaviour from scratch when inherited framework logic caused issues.

Changes & Cut Features

  • Cut an advanced diagonal-opening door because it did not look right.

  • Replaced the original single-room spaceship concept with a larger multi-map structure.

  • Added separate maps for the enemy spaceship and boss arena to improve pacing.

  • Removed planned quest progress UI updates.

  • Replaced a planned camera shake warning with a sound cue for the robot invasion.

Reflection

  • The project improved my confidence with FPS systems, Blueprint inheritance, weapons, and boss logic.

  • It also taught me when to rebuild a system from scratch instead of fighting inherited framework behaviour.

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