ADVANCE WEAPON SYSTEM

An action-packed game with advanced weaponry, dynamic gameplay, and intense zombie waves. Hold multiple weapons, reload with precision, regenerate health, sprint smoothly, and strategically control enemy spawns.

ADVANCE WEAPON SYSTEM

An action-packed game with advanced weaponry, dynamic gameplay, and intense zombie waves. Hold multiple weapons, reload with precision, regenerate health, sprint smoothly, and strategically control enemy spawns.

(PERSONAL DEVELOPMENT PROJECT)
The main objective of this project was to develop an advanced modular weapon system, influenced by the Nazi Zombies mode in Call of Duty: World War II. The system was designed to allow players to acquire different weapons by spending in-game currency and holster the weapon they currently have to their back when picking up a new one. The inspiration came from the wave-based gameplay mechanics in Nazi Zombies, where the health of zombies increased with each wave, along with the reward money obtained from defeating them.
To emulate this thrilling experience, I created a seamless wave system for the game. This system allows for the spawning of any number and type of enemies, with their health progressively increasing as the waves advance. The complexity of the wave system lies in its modular design, enabling flexibility and customization. While the AI implementation for the enemies is relatively straightforward, the wave system itself adds depth and challenge to the gameplay.
This prototype successfully integrates an advanced modular weapon system, wave-based enemy spawning, and escalating enemy health. These elements combine to deliver an exciting and engaging gameplay experience, reminiscent of the Call of Duty zombie mode that inspired its creation.
TEAM SIZE 
SOLO DEV


MY ROLE
Lead Developer | System Designer | Prototype Level Designer & More.

TOOL USED
Unreal Engine 5 | After Effects |  Adobe Premiere pro | Adobe Substance Painter | Blender
Process
The process of creating the advanced weapons system and wave system for my own Nazi Zombies-inspired game involved several key steps. After enjoying the co-op mode in Call of Duty: World War II's Nazi Zombies with friends, I felt inspired to create a similar experience of my own. 
To begin, I delved into numerous Unreal Engine 5 tutorials to gain insights on building a robust weapon system. However, since I couldn't find exactly what I was looking for, I decided to develop the system myself. I thoroughly played the Call of Duty game multiple times to understand how the weapon holstering and execution mechanics worked.
After gaining a solid understanding, I created a data table to input information about the guns and their types, allowing me to structure them effectively within UE5. With this foundation in place, I proceeded to create a total of four holsters for the player: three on the back and one on the right leg specifically for pistols. I also designed various types of weapons, including grenade launchers, LMGs, assault rifles, and shotguns, each with their own recoil values and ammo types. Creating the structures for each gun made the process relatively straightforward.
Next, I developed a modular component that served as a plug-and-play solution for future projects. This component contained all the necessary data for weapon pickup, drop, and sheathing functionalities. With these aspects successfully implemented, I turned my attention to creating weapon meshes using Blender and acquiring a suitable character from the marketplace. Then I gave character the weapons system component, allowing for seamless integration.
With the weapon system complete, I turned my focus to the health system of the zombies. I researched game data websites to understand how the health incrementation worked in Call of Duty zombies. To populate my game with zombies, I used Mixamo to acquire suitable zombie character models. I implemented basic AI functionality for the zombies, enabling them to engage with the advanced wave system.
For the wave system, I designed multiple wave spawn points from which the zombies would emerge. I then created an actor class to program how the wave system should function and how the health should increment. To differentiate the zombie body parts, I assigned different tags, allowing for varying money rewards based on hitting specific body parts.
After executing all these steps, my prototype of the advanced weapons system and wave system was ready. This modular and flexible implementation allowed me to seamlessly use these components in any project, eliminating concerns about code and implementation. With the capability to create new weapons and adjust wave parameters effortlessly, I had successfully achieved a modular and complex system for my game prototype.
Thank you for taking the time to watch our video. If you enjoyed the content and have any questions or would like to collaborate, please don't hesitate to reach out. We would love the opportunity to connect and discuss how we can work together. Thank you again for your interest in our work.
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