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Pillars of Misfortune

Roles: 3Cs, Weapons, Systems, Gameplay, Level and Set Dressing

DESCRIPTION:

Pillars of Misfortune is a First-person shooter level with a quest. The player is in a fantasy environment with monsters and dragons to shoot.

The player has regenerative health, armor, and stamina system. The player can triple jump, move with fluidity, and run n gun. The player is given 4 different weapons to collect that are loot drops.

The player should use these powerful weapons, defeat enemies and

collect colored fires. These fires ignite 4 colored specific torches that trigger a cut scene and finish the level.

Year: 2022

Platform: Windows

Genre: First Person Shooter

Engine :Unreal

Weapons Systems
  • This is a fast shooting auto rifle. User can Aim down sites with this weapon. The weapon is more stable when aimed down.

  • This weapon has a vertical recoil when trigger is pulled.

  • This weapon is a projectile based weapon.

Fast shooting Auto Rifle

  • This is a hit scan laser weapon.

  • When the laser hits a surface, it creates an sphere of damage.

  • The sphere also ignites the area and leaves fire that does tick damage to enemies passing by.

Laser that Ignites surfaces

  • This is a shotgun with high recoil and high damage.

  • The pellets of this weapon stick to hard surfaces and explode when an enemy is in proximity.

  • Direct hits do large damage and proximity radial damage is low.

  • This weapon is a hit scan weapon.

Shotgun with Proximity Pellets

  • This a multi grenade launcher.

  • This weapon launches 9 grenades that explode on direct impact.

  • The projectiles bounce hard surface to create skill based damage application in different scenarios.

Multi Grenade Launcher

Encounter

Level and Encounters

The Game is one singular Level in the form of a quest. The player is supposed to advance through 4 Encounters and one platforming section. The player has to defeat enemies and collect 4 different flames. At the end of the level, the player has to ignite 4 torches and trigger a cut scene.

Encounter 1

This is the first area where the player experiences basic enemy shooting. Player starts with an auto rifle and get a shotgun drop.

Encounter 2

Player picks up a laser before a checkpoint and get a rocket launcher drop in this area. In this area player faces more enemies with a lava as environmental hazard.

Encounter 4

This is the area where the player has all the weapons and defeats enemies in a dark environment.

Encounter 3

This is a fast-paced encounter where the player needs to defeat a flying Dragon with a rocket. If the player does not kill the dragon, they restart from a checkpoint. Upon defeating the fldragon, the player gets a grenade launcher.

SYSTEMS

Stamina

  • Sprinting uses stamina. Depending on the requirement, it can be utilized as a mana system.

  • The system can be further used for character actions like dodge or attacks.

Health System

  • The Health system consists of 2 elements.

  • Armor and Health attribute.

  • The health and armor regenerate and can be controlled with a re-gen rate modifier for each respectively.

  • The damage system is modular and deals with different damage levels based on the enemy type.

Checkpoint and Re spawn System

  • This is to represent a death scene and a re spawn from a check point.

  • The player's pick-ups are all saved in a separate variable when death.

Interaction and Pick-ups

  • Specific enemies drops flames. These flames when picked up show up on the top right of the HUD.

  • After collecting them all, the player has to deposit each of them and ring a bell that starts a cut scene.

Heading 5
  • This is a fast shooting auto rifle. User can Aim down sites with this weapon. The weapon is more stable when aimed down.

  • This weapon has a vertical recoil when trigger is pulled.

  • This weapon is a projectile based weapon.

Fast shooting Auto Rifle

Full Game Play
Ending Cutscene

Platform spawn and Movement system:​

  • During the third encounter, platforms are spawned periodically varying in size and move in s specified path. The speed increases to increase the tension as per the game play when reaching the end of the river of lava.

Enemy Drop and Inventory System:​

  • Every enemy has a 25% chance to drop ammo.

  • Specific enemies drop fire torches or weapons.​

  • Player can switch between all picked up weapons and ammo is specific to each weapon.

AI System:​

  • There are 3 types of AI.

  • AI Hounds: These run towards players and attack when they have player in sight.

  • AI Land Dragon: This AI comes close to player and starts throwing explosive projectiles towards the player.

  • AI Flying Dragon: This is an event based AI. This AI locks on the player target and shoots projectiles while flying. This AI has specified movement areas with in the 3rd encounter.

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