DEADBEAT Devlog #04: Guns Powerups, UI


Project Type: Prototype
Engine: Unreal Engine 4.23.1
Language: C++

This Devlog will focus on the interactivity between players and the UI of the game.

ABILITIES AND POWER-UPS

In the very early stages of our game development we were going to make an action packed arena fighter game that was both PVP and PVE at the same time. It would feature rhythm-based attacks and upgrades sold at a store that would appear in the center of the arena during a game. After some discussion we decided we would not continue with this idea because we felt like a PVP arena fighting game was too basic of an idea, and we wouldn't have time to make it as good and polished as we would want it to be.

A few talks and brainstorms later our team came up with a very rhythm based action game focused around avoiding traps that would activate on the beat of a techno track. We were very inspired by the game "Just Shapes and Beats", and wanted to create a similar experience in a fresh setting and with original ideas. We also thought about making the player move on the beat of the music but that felt too restrictive and too much like "Crypt of the NecroDancer".

Not long after writing down our concept we came up with the name DEADBEAT, and with a name like that we felt like it had to be a bit more violent. Some action elements from our first idea had to be added to this game to really tie everything together! We came up with some abilities and power-ups players could collect while playing to get an advantage over other players. We got some feedback that, for a rhythm game, we didn't really have any rhythm elements except for the traps activating on the beat of the music. So we went back to the drawing board and came up with a permanent ability that could be recharged by jumping on the beat of the music. And so the Glove Gun was born!

GLOVE GUN

- Glove Gun + Projectile

When the player activates the Glove Gun a holographic Glove shoots out, traveling for 2 meters and pushing anyone hit by it forward. After that it disintegrates. The player character slams the extruded emissive trigger on the back of the gun to shoot the projectile. This trigger will pop out again when recharged by jumping on beat. This pushing ability could be used to propel opponents into traps or dangerous situations.

Of course, outside of this main ability we had created lots of other power-ups the player could collect. One of our teammates said he really enjoyed the randomness of the power-ups in Mario Kart, so we decided to add it to our game as well. During the game drones will fly around, carrying boxes, bystanders, lighting, cameras, ... Sometimes one of these drones will fly above the conveyor belt and drop a box. If a player is hit by it he will be stunned. When the box hits the belt it pops open and a hologram pops out. When a player collects this hologram he will get a random power-up.

PICKUP HOLOGRAM

- Power-Up Hologram

A player's power-up gets displayed next to their character icon, which we will talk about in the UI-section of this devlog. Here are some examples of what they will look like.

POWERUPS
- Time Shield, Health Up and Adrenaline

We will, of course, add multiple other power-ups later in development. We just have to make sure everything still feels balanced.

UI/INTERFACE

DEADBEAT is a game which heavily relies on a player to focus on the music and what's happening on screen. We have to make sure the UI is readable and clean so the player does not have to constantly look at it for a prolonged period of time to get information. Take a look at the UI page of our Art Bible.

ARTBIBLE - UI PAGE

As you can see, the design of the UI fits the style of the game perfectly. Big, readable shapes and contrasting colors to give information to the player fast and easy. When a player gets hit, one of the three lines around their characters will disappear. When no lines are left the character is out of the game. We also had to use a kind of unconventional setup for the UI, as we didn't want anything blocking out the start of the conveyor belt, as this would make avoiding traps super hard. We might change the layout we have in mind right now, but this shouldn't be too hard to change no matter how late in development.

What was also really important is for us to have a menu screen that conveys the feel of our game. We thought it would be cool to have a DJ-table menu screen on which the player(s) would select options by turning the vinyl with their joystick. We might have to simplify the menu mechanic though. This ideais sort of a stretch goal.

Due to the game portraying a gameshow that is broadcasted all over the globe we had to come up with a menu screen that would fit the narrative. After looking for some inspiration online we came up with a pause screen that sort of looks like an interrupted broadcast. When unpaused the game master will count down until everything starts moving again. This allows the players to get back into the rhythm after a short break.

Thank you for reading this short update on the newly added art and features to our game! We hope you look forward to seeing more updates and at the end the finished product. We sure hope you'll enjoy it.


- The DEADBEAT Team

Files

DEADBEAT_Alpha_V0.01 126 MB
Mar 19, 2020

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