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Chroma Carnage

Overview

In this game, I create a 1st Person Roguelike set in a futuristic laboratory. The goal was to create a chaotic feeling while giving the player more control the better they got and improved their understanding of the map. Creating a variety of weapons and unique enemy types is something that should encourage the player to play again. 

Developed in 3 months

Role: Gameplay Designer / Game Programmer (Blueprints)

Tools: Unreal Engine 5 / Maya

GDD

Game Trailer

Gameplay Design

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Inspirations

This game has two core features in it which is the Combat and the Procedural Generation. Two games that mostly inspired these features is Doom Eternal's combat and Enter the Gungeon's map generation.

Chaotic Combat

In order to create a Chaotic Combat environment, I created multiple enclosed areas, each unique from each other, that give the player a maneuverable environment. Another factor was the amount and aggressiveness of the enemies. That determines how much the player will have to move around to avoid being attacked. The player has to also be aware of their surroundings, ensuring they don't corner themselves inside the tight room

Weapon Variety

Creating multiple weapons makes the player have to play each run differently. This encourages a different play style so the player can have a new experience each run. The Multiple Weapons also create a reason to replay the game as they player might be interested in what weapons they could get and play accordingly.

Unique Enemy Types

Having enemies to fight is the most important part about this game. That's why I created different enemy types. Having each combat room spawn different enemies forces the player to think quickly and to locate the enemies they need to eliminate first and what enemies to avoid.

Technical Design

Mobility

I wanted the player to have the feeling that they could outmaneuver the chaos they faced in each room. That's why there are 3 mobility features to help.​ 

Dash which allows the player to cover a short distance quickly.​ Ledge Mantle which allows the player the climb up a ledge if close enough.​ Double Jump which allows the player to cover more ground while in the air.

Weapons

The combat is the most important part of this game so I wanted the player to have new and unique fighting capabilities.

There are 4 different firing modes the weapons can have which are: Semi Auto, Automatic, Burst, and Shotgun. Each weapon has a unique modifier to its base attack which can apply a negative effect to enemies.

 

There is also the charged attack which can be activated when enough percentage is earned and then a powerful effect is activated. Percentage is earned by dealing damage to enemies.

Procedural Generations

I wanted the player to feel a new, fresh start when they played this game, that's why I have the map be procedurally generated.

 

This helps with replayability and  makes the player have to think when they start the game. Along with the rooms, the enemies spawns are also random, as in their location and spawn type. The weapon room as well is changed every run.

Enemies

To help provide the chaotic combat feel I'm aiming for, having different enemy types allows chaos to be created real quick.

There are 5 different types of enemies the player will encounter. Melee that charges the player. Range which keeps its distance and charges a beam attack. Flying which floats around in the air and fires a lob explosive at the player. Self Destruct which charges the player and causes a large explosion. Brute which jumps at the player whenclose and fires explosives at the player when further away.

After these enemies, the player encounters a boss which has a large amount of health and 3 unique attacks.

Commentated Gameplay

Closing Thoughts

This project was a great learning experience as I got to design gameplay features and then bring them to life. Figuring out how to create a procedural generating map was a challenge but one I managed to complete. There are plenty of problems in this game but I was focused on designing gameplay features and designing technical aspects which leaves room for the programming to be lacking. I look forward to my next project I get to create and how I will improve certain features if I use them again. 

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