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Tank Blaster 

Software Used: Unreal 5, Microsoft PowerPoint

Genre: Action Shooter

 

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Overview

  • Solo action shooter where the player controls a tank.

  • Player fights enemy tanks across multiple areas.

  • The level includes multiple weapons, weapon swapping, doors, an elevator, and a final boss.

  • The project was named Tank Blaster after completion.

Design Focus

  • Designed a simple combat-focused shooter with weapon variety.

  • Built progression around moving through multiple combat areas.

  • Added a boss encounter with high health, fast attacks, and phase-based movement.

  • Used glowing buttons and doors to guide level progression.

  • Included different enemy behaviours, including chasing, random movement, and stationary enemies.

Implementation

  • Created several equippable ranged weapons:

    • Fast but weak bullets.

    • Slow but powerful bullets.

    • Long-range high-damage bullets.

    • Flamethrower with steady damage output.

  • Added glowing shootable buttons that open doors.

  • Built an elevator transition for the later half of the level.

  • Created a healing zone for player recovery.

  • Implemented explosive barrels that detonate after being shot.

  • Designed the final boss with three phases and area transitions.

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Problems Solved

  • Fixed the flamethrower not damaging enemies or explosive barrels.

  • Changed object detection from Multi Sphere Trace for Objects to OverlapDynamic.

  • Updated barrel object types so they could be affected by the flamethrower.

  • Set enemy parent object types correctly so enemies could receive flamethrower damage.

  • Attempted to fix the boss not dying at 0 health before the deadline.

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Changes & Cut Features

  • Cut healing barrels because regular healing pickups were more suitable.

  • Removed the idea of equipping multiple weapons at once, choosing traditional weapon switching instead.

  • Removed planned bonus weapons inspired by Shooty Skies.

  • Cut the planned ending room, secret ending, and optional collectibles.

  • Narrative elements were reduced, though some hints remained in the final game.

Reflection

  • The project helped me practise ranged weapon design, damage logic, enemy behaviours, and boss encounter planning.

  • The main takeaway was the importance of validating core combat systems early before adding extra weapons or narrative features.

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