Project: Meteora
A first person, roguelike-horde shooter
Project Breakdown
Solo - 6 weeks, halftime
Created in Unreal Engine 5
All scripts & systems are created by me
Assets used:
Blockout Tools plugin by Dimitry Karphukhin
Chaotic Skies by Velarion
Low Poly Nature by Vertex Rage Studio
Low Poly Sci-fi corridor by PolyArt3D
Sci-fi Weapon Pack by GrayBite Studio
Goals
To create an addictive gameplay loop with clear player progression and side objectives*
Creating replay value through roguelike elements, such as randomizing weapon spawn locations and a shop that randomizes items & stats
Making a visually pleasing low-poly environment with differing “biomes”
Summary
Meteora is a systemically heavy project, being a roguelike horde shooter, taking inspiration from the likes of Black Ops Zombies and the player upgrades found in Risk of Rain 2 items.
Set in a low-poly environment featuring a sci-fi lab along with a close by village that have fallen under the corporate terror of hostile robots that have gone rogue.
The focus of the project is primarily on scripting & system design, accomodated by an addicting gameplay loop, and built on a Figure-8 style level for good flow.
Noteworthy systems:
Economy
Upgradable stats
Unlockable weapons
Randomized shop system
Spawn algorithm & round based logic
Player controller & visual feedbacking
Software used
Unreal Engine 5.6
Miro
Krita
lEVEL OVERVIEW
Level Start
1
2
3
Split 1
Split 2 Start
4
5
6
7
8
9
Split 2
Split 3 Start
Cave route
Flying enemy Route
Mountain Arch Route
End
Level design
Pacing overview
Super early prototype of core mechanics
Later state
Gameplay systems
Game systems
prototyping
The name for the project, “Exceed”, actually came from a Devil May Cry mechanic where one of the protagonists can rev his sword like a motorcycle, and when fully charged would unleash a devastating attack.
The initial idea was to create that mechanic in a first person shooter, but ultimately couldn’t be balanced or feel good in combination with the rest of the players’ toolkit. The amply named “Exceed Shot” was a one shot and would penetrate all enemies that it collided with. The normal gunshot required 3 hits for a kill, but it just felt so redundant to use when the dash was also a one hit kill.
The player could also instantly reach the required amount of Exceed Revs, if they hit the Rev input 0.1 seconds after firing.
I decided to scrap the Exceed mechanic in favor of having a better feeling revolver, as well as better gameplay tempo and a more focused player arsenal. The name sounded cool though, so I kept that :)
Player mechanics
Besides the player mechanics available
Reflections
This project is absolutely my most iterative one to date. The end product is severely more focused than the initial vision, for the better. All from scrapped mechanics, to the visual style, to the level layout itself.
But if I were to create more levels for this toolbox of a project, I would make levels more memorable for a more focused experience.
What I mean by that is, have some levels that are higher tempo and demands more mechanical skill, and have others that demand more analytical skill and rewards the curiosity for finding skips in the level. I think the latter approach is very cool from a level design standpoint, but I also just found it so fun to go fast in this game that I wanted to make a level that could offer both experiences.
Working on Project: Exceed has been very humbling and very eye opening for me in terms of iterative work as well as what makes a game fun and digestible.