A.R.S.E

2024 | University | C++ | Blueprints

Wave shooter developed in Unreal Engine for university, inspired by Devil Daggers.

A Real Shooting Experience is a first person wave based shooter developed in Unreal Engine 5 for university, with a focus on a handful of simple enemies and weapons, but a very robust system for defining waves of enemies to spawn.

I have a lot of interest in developing systems that are usable by both developers and designers, and creating tools that make implementing content easier. That was a focus for this project; the spawning for enemies is handled entirely design side, with definitions using Data Assets definable both for waves of enemies to spawn, as well as individual enemies.

The code for the whole project makes heavy use of C++ as well as blueprints, with backend systems and base behaviour defined in C++, while aspects that need to be adjusted by designers (such as specific weapon behaviour) is implemented in blueprints.

The weakpoints on enemies are defined as a class that overrides Scene Component, allowing them to be positioned dynamically on enemy blueprints. Enemies that spawn other enemies also make use of a custom class which overrides Actor Component, and allows enemies to override spawning themselves through Events.

Originally the plan was to expand on this project deeper after finishing university, but due to personal circumstances this never came to pass and the project remained as a prototype. It is still one I am very proud of however, and I hope to revisit it in the future.