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CAT-ASTROPHIC

Cat-astrophic: A Thrilling Survival Adventure

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Imagine waking up in a crashed aircraft, armed with a weapon and surrounded by the ominous sounds of the unknown. As you scramble to secure your weapon, the distant noises grow closer, heralding the arrival of a terrifying threat. Welcome to Cat-astrophic, a survival-style shooter game developed by a dedicated team of eight, where every moment is a test of your survival skills.

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Gameplay Core Mechanics:

  • Overwhelming Numbers, Uneven Odds: Navigate through a world teeming with 'Catblobs,' relentless creatures that seek nothing but to end your life. The game's design emphasizes the challenge of surviving against overwhelming odds, pushing players to think strategically and make quick decisions.

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  • Dynamic Movement and Attack Stance: Experience the tension of moving through the environment while preparing for an attack. Once you 'ready' yourself into an attack stance, you become immobile, forcing you to choose your moment of attack wisely.

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Key Features:

  • Diverse Enemy Types: Engage with a variety of 'Catblobs,' each with unique behaviors and attack patterns, ensuring no two encounters are the same.

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  • Dynamic Shooting Systems: Experience a variety of projectile patterns, adding a layer of strategy to your combat encounters.

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  • Survival and Scoring Systems: Navigate the world, avoiding 'Catblobs,' and searching for the extraction point. The game also features a scoring system, offering a competitive edge for those who enjoy tracking their progress and striving for high scores.

My Participated Key Mechanics:

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  • Enemy behaviour (AI) and behaviour:

    • Catblobs will always be within a certain range of the player to prevent memory-loss, teleporting the Catblobs if out of range and out of sight.

    • Catblob jump ranges: Catblobs will have increased jump heights depening on how high the player is above them. Nowhere is safe.

    • Pawnsensing and player detection: Pawnsensing wan implemented via C++, allowing for a more flushed and dynamic experience. Additionally, Enemies will only follow the player if the player is detected.

    • Catblobs will jump periodically, applying more personality, difficulty and adds to the player experience overall.

    • Overall Catblob pathfinding, using C++ implemented pawnsending and Navmesh(es).

    • EQS (Enviromental Query System) was used for realistic enemy spawning.

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  • Weapon behaviour and mechanics:

    • Created a 'hit scan' weapon using ray casting.

    • Handled collision checking between weapon and Catblobs.

    • Created the 'upgraded weapon' or grenade launcher mechanic, the weapon upgrades upon gaining a specific score.

    • Created reloading mechanic for weapon.

    • Created Weapon UI (as well as programmer all other UI).​

    • Implemented recoil to grenade, player can use this as a mobility tool.

  • User Interface (UI):

    • I designed and developed all of the systems responsible managing and updating the UI.

    • Delegates and a manager class were used to achieve this, ensuring all aspects of the code has possible access, if required.​

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  • More!

    • Other areas of the code were developed by me as well!

    • Character and stats manager.

    • Manager class.

    • Player state, used along side manager class.

    • In-game objectives, and end game objective.

    • Score and currancy system (with UI).

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Genre: First Person Shooter, Action
Engine: Unreal Engine 5.2.1
Team Size: 8
Duration: 4 months

Role(s) and responsibilities:

Programming:

  • All enemy mechanics

  • All enemy AI

  • Weapon and attachment functionality

  • Player Movement

  • Player State/HUB

  • Dynamic UI Programming

  • More

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