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"RU.P.P.E.R.T" METROIDVANIA LEVEL

OVERVIEW

Engine:

  • Unreal 4.27

Genre:

  • Metroidvania

  • Platformer

Duration:

  • 4 Weeks

Features:

  • Basic Combat & Abilities​

  • Platformer Movement & Controls​

  • Basic [Push]-[Pull] Puzzles

  • Custom & Modified Sprites

  • Checkpoint Progression

IMAGES

POST MORTEM ANALYSIS

Initially this was a smaller 2D Level Project. It was developed further from a school assignment for the Academy of Art Spring Show. I won't deny the presence of mispelled words in the project as I was on a tight schedule to transform it from an initial concept level into a full level with minimal bugs and custom assets. I also hadn't figured out how to limit the frame rate at the time so it causes computers to react aggressivly. For the overall design I wanted to cut down on the amount of sprites acquired from "spriters-resource.com" and from the default provided assets that came with Unreal with the expansion, but didn't manage to replace the Enemies, Weapon Upgrade Powerups, and the Player which is a Combination of two other sprites. Everything else uses custom made sprites. Overall it's a single level designed in a metroidvania style with the player traveling through the level to unlock various upgrades and aquire the key needed to reach the boss room (A Wave of Enemies) and escape the facility. I had issues mostly with projectile interaction at the time as I hadn't quite grasped how the collision systemed worked. But, I managed to get it working for the Spring Show with only some minor bugs involving the Enemies. As for the overall design, the Enemies are a bit difficult to handle due to a tracking missle attack. The player is supposed to be able to destroy them, but due to the linear nature of the attack being left and right it made it difficult to counter. An alteration I would make to this design would be a mouse orientated head firing laser which would allow more freedom. I most likely wouldn't allow the Push / Pull Blocks to move outside of the left,right,up,down system to prevent issues. I would develp this further by incorporating tracks in the background and adding sparks and audio whenever they move instead of just the ground based dust cloud they currently have. In terms of functionality it's lacking UI and guiding markers which would be the next step. Having text Appear at the bottom of the screen in an official box would solve issues with not understanding the situation and develop the story in a more believable manner. Enemies are color coded for the prototype, but could do with longer windup attacks and sprites to match their attacks.

DOCUMENTATION

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