Post Ghost Apocalypse
OVERVIEW
Post Ghost Apocalypse (PGA) is a physics-based FPS with some mild survival horror elements. PGA is a solo project that I have been steadily adding to for the past 4 months to help me get to grips with unreal 4 engine.
Walkthrough
What sets this apart from other FPS and why?
Since weapons are blocked by the environment, the player must choose their weapon wisely, longer more powerful guns are a burden in small spaces due to them being blocked by the surroundings.
The player can now use the physics engine to manoeuvre their weapon around corners, this can be used for blind firing for cover and solving a variety of puzzles.
Physics-based weapons as a design choice greatly affects the design of the environment by encouraging physics-based interactions. In the average fps opening a door would be just a case of pressing the use key. In PGA however, doors are unlatched and pushed open with the barrel of the players gun, grounding the player adding physicality to all of the weapons.
To set PGA apart from almost all other games in the FPS genre I decided to set my sights on creating physics-based weapons system. Immediately this created a wealth of interesting gameplay opportunities that add an extra level of consideration to almost every aspect of the gameplay. Some examples of this would be:
PGA was originally a project I would use just for experimenting with the FPS formula, but after a while, I decided to polish it up and put it on my portfolio. It has taught me a lot about UE4's blueprints system and the editor in general.