top of page
MantraBanner.png

A RubyShark Game: Mantra is a FPS game with a heavy focus on movement. I worked as a combat designer in this project, designing and implementing weapons, enemies, and combat related systems.

Demo Preview

Platform | PC

Playtime | TBD

Engine | Unreal Engine 4.25

Steam Page  | Link

Duration | Jul 2023 - Ongoing

Team Size 

Roles | Combat Designer

Screenshot_1.png
Responsibilities
  • Designed and implemented the Death Laser weapon

  • Designed and programmed the Gamma Boss

  • Implemented the Boss basic attacks

  • Designed and implemented the modular interaction system

  • Wrote documentation for Death Laser, Gamma Boss, and Modular Interaction System

Designing and Implementing the Death Laser

I had the responsibility of designing and implementing the death laser weapon. This gun has the power to destroy both level structures and enemies.

In order to equip the Death Laser, the player first need to pickup it's collectible. When picked up, the player is able to use it, by holding the fire button. The longer the button is held, the stronger the laser becomes. There is however, a limit in how long it can be held. When the cap is reached, the laser deactivates and enters cooldown, however, this cooldown can be reduced by releasing the laser earlier

The Modular Interaction System

The modular interaction system works by having an array of actors held in a component. Whenever the player overlaps with an actor, if the actor has the interact interface, the player will be able to send the interact message by pressing a button.

When the interact interface is passed through the interactable. Said interactable will do it's specific function. Other than that, the system also has a way of handling multiple interactable actors at the same time. The system will cycle through the interactable actors in range in order of the array, this way triggering each interactable in order.

This project is still being worked on, so more updates will come soon

bottom of page