This Proof of Concept was written during GAM-465, and improved upon in GAM-495. The idea was to create a basic "Megaman-esque" game background in Unreal Engine, where the player gains abilities or weapons that are strong/weak to certain enemy and boss types.

I selected this for my portfolio, as it gives credence to Critical Thinking and Planning a project. It lays a foundation of what I want the game's main design to be carried out, and helps plan the way the programming should be implemented for each creature/weapon.

I learned that there is a way to produce an idea to lay out a game plan, and that it can be a tedious process. The challenge lays out in doing something that hasn't been done very often, or at least, making a game fun in the creation of it. I wanted a general idea of how to make the weapons and enemies, and added to it a certain quirkiness of having "fun" weapons, such as guns that shoot melee weapons out of them.
Proof of Concept
GAM 495
SNHU
Robert Tucker
10/2/22

<Weapon Swap/Damage Type>
For the following, discuss as necessary based on your concept.

Overview
Programming a set of weapons for the player to swap, which do different damage types.

Genre
Third/First Person Shooter. Character will swap weapon with button input.

Platform
Console/PC. This would be a standard shooter mechanic on either platform. Also, using a mouse cursor or controller stick for aiming.

Feature Overview
List out the features or interesting points for the asset

Each weapon will have different clip capacities
Each weapon will have a different color and have different damage properties

Target Rating and Target Market
Identify any audience-specific information, such as the following:

Rated T for Teen, as may contain violence and minimal blood
Teens to adults, as the game itself would be a third or first person shooter
Swapping weapons for different uses

Competitive Analysis (list games that are either similar or have similar features)
Game #1: Borderlands series – uses a weapon swap feature with different weapon damage types, such as element damage
Game #2: Gears of War series – uses a weapon swap feature with alternate weapons
Game #3: Halo series – uses a weapon swap feature that has different damage types, such as hitscan weapons or regular damage

Plan for Creation
What are the specific steps or stages of your proof of concept creation? Are there specific paths you must follow or decisions you will need to make to complete the proof of concept?

Design different weapons, each with own attributes
Design damage output for each weapon, such as fire damage, or lightning damage
Design debuffs and buffs for each weapon, where one weapon does more damage to an enemy than another

Concept Points
Have flying enemies that are weak to lightning weapon, but immune to air weapon, and more resistant to other weapons
Have fire enemies that are weak to ice weapon, but immune to fire weapon, and more resistant to other weapons
Have ice enemies that are weak to fire weapon, but immune to ice weapon, and more resistant to other weapons
Have levels with different environments that affect weapon damage, and also may damage player: i.e.: player standing in water, shooting lightning weapon will damage self
Other Details 
Have character designers that can build enemy types for each element
Have level designer that can build environment for each enemy type, as well as a mixture of different enemies
Create weapons that are more fun/outlandish for different gameplay elements, such as guns that shoot melee weapons
Create “melee” weapons as an ammo type for those guns


Development Process
Explain your development process. What methodologies are you planning on using when developing your prototype?
I envision designing this in Unreal Engine’s Blueprint system, also with utilizing more concept art in designing elemental enemies. This will be easier to implement damage type, as Unreal has ready made nodes to amplify damage done to actors and objects.
Defense
Defend your choice of development approach, based on your assessment of the development process and methodologies you plan to use.
Using Unreal Engine’s Blueprint System will be easier to implement damage type, as Unreal has ready made nodes to amplify damage done to actors and objects.

Concept Art
            (Please note: I did not draw these, as these are things I found similar to my idea)
Art posted by: u/Playful-Ostrich3643
https://www.reddit.com/r/ItemShop/comments/rdl7fl/elemental_guns_magic_item_choose_one_and_it/
Art posted by: Matt Roszak
https://secureservercdn.net/160.153.137.184/3zt.63d.myftpupload.com/wp-content/uploads/guns2.png
Art posted by: Zensalin
https://battlebrothers.fandom.com/wiki/Melee_Weapons
Proof of Concept
Published:

Proof of Concept

Published: