Cultist Castle
Unreal, First Person Shooter
Cultist Castle
Unreal, First Person Shooter
Cultist Castle
Unreal, First Person Shooter

Cultist Castle - Showcase




Explosive Barrels
Not only did I place many, many barrels around the map for fun, I also placed a few stockpiles in specific locations due to feedback.
I encourage the players to "accidentally" hit a few in the early rooms of the level, and placed other later on to encourage destruction.




Enemy Spawns
The enemy waves spawn in predefined locations, calling on certain groups or subsets of locations depending on the intended difficulty.
For a few landmark locations I placed doors to service as a narrative device of where the enemies are coming from.
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I placed these in locations where I often found players seeing the spawning happen, like in the first wave, there are two popular enemies to kill last, one "upstairs" and one in the "back hallway," so I placed some doors within an areas the camera would likely see.



Destructible Mesh
Unreal 4.22 has a plug-in called "Apex Destruction" which allows me to tear apart static meshes and make them destructible. I had some issues with the debris clogging up the play area and sometimes creating collision bugs that would send the player to the moon.
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I changed some settings and reduced the debris lifetime, however something went wrong during my gameplay and the debris instead disappeared instantly, making the damage look odd. It was still important for the pillars to become destroyed and open up pathing for the Giant Enemy Spider Boss, so I kept those destructibles in.

Another Unreal Project
Hotel California, Horror Project

