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RECOIL RUMBLE

BlueBack.png
BlueBack.png

DESCRIPTION

Recoil Rumble is a local chaotic versus party game (for 2-4 players) where you battle with your friends in multiple space arenas. Knock out your friends by knocking them into the purple hazards using your projectiles while avoiding theirs. 

Did you get knocked out? No problem! After a set amount of time you are back in action with another chance to seize victory! But beware, everytime you get knocked out you will respawn slower.

ROLES

Game Design
Technical Implementation
Art Implementation

SKILLS LEARNED

- Audio Classes
- Material Blueprints
- Material Instances
- Multiplayer Compatible Blueprints

YEAR

2023

PLATFORM

PC 

Team Size

1

GENRE

Local Versus Party

Early Weapon  Prototype

First Playable
Prototype

Complete Game Loop

Iteration on Beam weapon

Respawn Mechanic

End Result

Surrounding Movement

Gamepad Aiming Prototype

Gamepad Aiming Prototype

Gamepad Aiming Prototype

TIMELINE

My goal for this project was to learn more about (local) multiplayer design and implementation. As with many projects I started with competitor analysis and concepting afterwards. I turned these concepts into prototypes that I then tested for desirability. Next I made a first playable and iterated upon that to make the finished product that exists now.

I learned a lot about (local) multiplayer design this project. Some good lessons about sticking to the core and keeping it simple. I also learned lots about the technical side of multiplayer games. How to differently build systems with multiple people in mind.

Starting the project it was all about coming up with a fun concept. One idea was heavily around recoil, and this in part inspired the final game (although still very different),

RecoilMovement.gif
CombinedPrototype.gif

Taking different weapon concepts and combining them to make the first playable. Playtesting showed a lot of promise so this is the direction for the rest of the project.

FirstPlayable.gif

Remaking the logic and cleaning things up to make a full game loop where players can play the game. Added loads of modularity for changes and new weapons.

BeamGIF.gif

The game identity has shifted towards more twinstick and less recoil heavy (although still very present), so the beam weapon got iterated upon to fit the new identity.

RespawnGIF.gif

A good showcase of the respawn mechanic. This is made to keep player engagement high as you are never truly out until the round is fully over.

RecoilRumbleGameplayGIF.gif

Final result: A full game loop with extra weapons, levels and gamemodes. Implemented some basic visuals that improve the look of the game.

RRSettings.png

Here you can see the different options: 2 gamemodes (last one standing/kill count), points, random or same weapon and what arena to play in.

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