

Horde Ability Shooter made in Unreal Engine 5.1
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Technical Game Design
Player Ability System (Old Custom Version)
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Player Ability System (New GAS Version)
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Perks System
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Arsenal Ascender Mechanic
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Fortune Teller Mechanic
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Level Progression Systems
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
UI/UX
Main Menu (2D Click-Through Version)
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Main Menu (3D Physics-Based Version)
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Player HUD
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
LiveOps & Community
Steam Early Access Release
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Playtesting Server
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.
Continued Development since Launch
General Explanation
Ω Designed and built a custom ability system that handles over 15 custom abilities, each with its individual cooldown, cost, and spawnable objects.
Ω All Abilities are swappable during gameplay through the Fortune Teller mechanic and through the ability re-roll mechanic found in the Main Menu.
Ω Abilities are split up into 3 different groups; Ultimate Abilities (ULT), Defensive Abilities (AB1), and Offensive Abilities (AB2). Players have 1 of each group during gameplay
Technical Breakdown
Ω Selected abilities are stored in Enums in the Game Instance when first chosen in the Main Menu and passed along when the player pawn spawns in the selected level. Each ability group is given its respective enum (ULT, AB1, AB2). Ability cooldowns, damage, and other ability-specific variables are also stored in the Game Instance.
Ω Upon the player spawning into the world, they are assigned the selected abilities using the enum values in the Game Instance and get their ability-specific variables assigned after.