
Descripción
Gameplay Video | Build Level Video | Play Demo | Docs
Quick dive into making your own sprite-based retro boomer shooter.
Flexible enemies spawner
Has a trigger to start spawning enemies on player overlap
Duplicable spawnpoints to spread around the level
Enter and exit doors to trap and force the player to kill all enemies before being able to progress (optional: there is a version of the spawner without doors)
Spawns by waves (groups) of enemies. Each group is defined by an enemy class, quantity (number), and a spawning gap (delay until next spawn)
This enemies spawner is a handful/powerful addition to your level design tool set
The enemies' spawner is affected by the difficulty of the game as follows:
- Normal: multiplies the spawner capacity by 1
- Difficult: -- by 2
- Hard: -- by 4
- Epic: -- by 8
Also, the ammo out of mag capacity for the player and pickups are multiplied the same way; it will take effect after the first ammo pickup or gun pickup you collect
So, good advice on level design is to put ammo or gun pickups on the way of the player before reaching a heavy enemy spawner
A unique feature of the BOSS project is that the difficulty of the game is dynamic; you can change the difficulty in the middle of your game, and it will take effect immediately, without needing to start a new game
Game-complete features
Template level with all essential elements (Enemies Spawner, Kill Zone, Level Gate, Music Player, Pickups, Modular Building Block, Navmesh bounds volume)
Dynamic player stats (Health, Armor, Ammo, Secrets) and their pickups
Custom guns (Raycast or projectile, Single projectile or pellets, sprite animations (Flipbooks), custom range, sounds, and crosshair). Customise existing guns or duplicate/inherit and make your own
Custom ammo and mag (mag and out of mag capacity, damage and damage type, ammo icon, on collision decale)
Custom enemies with a custom finite state machine system
Modular building blocks
With world space UVs for seamless and fast placement in the level
Easy drag and drop level design
All blueprints are modular; they work seamlessly together
Change blueprint sprites to make your own game
For advanced users: easy to inherit and add your own code with minimal to zero intervention on the core code
Custom enemies
Melee and ranged enemies
Flexible finite state machine
A state is an Actor Component
Each state has 3 events: Start, Run, and End
Common Shooter States (Patrol, Follow Player, Attack, Retreat) are available
For advanced users: add and code your own states by inheriting from the point you choose in the inheritance tree
4-sided animated billboards (Flipbooks) for each enemy state (details in the Docs)
Complete menu and save system
Savable and editable control keys (key binds)
A menu that lists already reached levels to select from
Each level in the list shows the achieved score and the found secrets
Level progression is saved each time a level is entered or finished
Alongside the progression, the acquired guns are saved, so the continue button leads to the last reached level with the last acquired guns
The settings menu, whose parameters are saved automatically
A menu for the credits page
Clean commented Blueprints
Modular proper code design
Easy to extend with minimal to zero intervention on the core code
Additional Notes: New features could be added later with an impact on the price









