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Weapon wheel (Shooting range)

OVERVIEW

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Weapon wheel is a small proof of concept I made in UE4 centred around reinventing how players switch weapons! 

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The basic concept is that the player has a rotisserie frame that they can slot multiple weapons into. 

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The player can fire whatever weapon is currently at the top of the frame, they can rotate the frame left or right to switch to the next slot, for example, if one of the attached guns had a low rate of fire, you could shoot it and then switch to another gun whiles it's recovering.

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the player can also set it to spin, which will rapidly rotate the frame (almost like a minigun made out of a variety of interchangeable guns)
 

DEMONSTRATION

FEATURES

  • Move the frame left or right to change slots, each slot can be used to either add, remove or fire attached weapons

  • It can only fire the weapon currently at the top of the frame

  • Spin the frame to fire in quick succession

  • The spin speed can be adjusted to one of 3 presets, each one caters to different scenarios

 

The Weapon Frame

 

Spin fire modes

 

Less auto (Slow)

  • Good for ammo conservation

  • Great for weapons with low fire rates

Full auto (Normal)

  • Well balanced for both ammo conservation and damage output

Fuller auto (Fast)

  • Good for damage output

 

GUNS

Semi-automatic pistol 

 

Shotgun

 

  • Works well on any spin speed

  • Ammo: 11 bullets

 

SMG

 

  • Slow fire rate (This encourages the player to switch weapons after each shot)

  • works well on the Less auto spin speed

  • Ammo: 7 bullets

 

RPG

 

  • Burst fire, once activated it will fire a burst of 8 shots in a row, it continues firing even after switching to a different weapon (this allows players to keep shooting even when they are attaching a new weapon to another slot)

  • Works well on any spin speed but runs out of ammo extremely quickly on full auto or fuller auto

  • Ammo: 3 Bursts (24 bullets)

 

  • Once placed in a slot the player must unfold it before it is ready to fire, to start the unfolding process the player must activate it and wait for a few seconds for it to unfold, once it is unfolded it can be fired. (this encourages the player to swap weapons during the unfolding process)

  • This fires a devastating yet unpredictable rocket that explodes if it takes damage or if force is applied to the nose of the rocket

  • Ammo: 1 rocket 

 

CLOSING REMARKS

This was a lot of fun to make, I have plenty more ideas I want to explore with this concept so I'll probably revisit this project at some point and expand beyond being just a shooting range.

 

The models for the Shotgun, RPG and Rocket were all made by Joseph Garricks!

ArtStation Link: https://www.artstation.com/fatal_maya_error

 

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