Shadow Strike - UE5 Third Person Shooter/Slasher with Fast Paced Dynamic Movement.
Hi, I am Nitto
Project: Shadow Strike
Building a team of people to develop a PVP game with dynamic mobility (wall running, wall jumping, air dodging, rolling, sprinting, ground dodging, and sliding) and a versatile weapon system where players can use both ranged and melee simultaneously or switch between them to utilize their weapons full movement abilities, among other gameplay movement features to enrich the experience.
Game Mode: [Collect the tags]
The initial game mode is based on fighting enemy players and collecting their player tags to open map sections that contain special items or game objectives. Once the team has collected enough tags and all other players have secured a door, the players will continue to the end of the stage where they can summon their preferred equipment load-outs, and weapons, buy consumables and revive fallen teammates. Each match will have three stages, as the stages progress players will have more equipment and weapons to counter each other to make it to the final round.
For level generation and design, I was thinking of making several types of environmental hazards like traps, secret doors, walls with no collision, and a few more ideas that to this point still feel half-baked.
Combat: [Dual Wield, Two-Handed Main]
Players will have combos for each type of melee weapon, in this case short, medium and heavy as well as categories of ranged weapons of similar attributes. Players can swap between dual-wield which lets you use to weapons of different types in the same instance giving you access to both their L click combos and when in main-wield (two-handed) you will equip one weapon at a time giving you full access to their L click and R click combos. Players can deflect bullets with all of the melee weapons and the efficiency of deflection is mirrored by the size of the weapon. If you are two-handling or using a knife as your main you may not block be able to block all incoming fire, but if you using a heavy broad sword you may hide behind it to give you cover in that direction.
Depending on the type of weapon i would like to implement a possibility for players send each other flying when hit with a powerful attack. Getting smacked in the face with a Power Bat might send you flying several feet hitting and knocking down players and allies like bowling pins. I thought this was a fun idea.
My Time:
I have a lot of time, I am not married, nor do I have children, and I am 25. I am currently dumping all my time on UE5 and it has been by far the best experience I've ever had with any creator suite. This thing is freaking awesome. I am currently working on developing the movements and attack combos using my own mocap animations and adding them to UE5 for refinement, I find it a lot easier to edit there than in Blender, workflow-wise. I've been working on those two things for the past 28 days, and I've spent close to two months brainstorming what kind of game I wanted to make, and what kind of engine I was gonna need for the project. I began working on Godot and GM but later realized that UE5 would have everything I needed without limitation. Thus far the choice has not disappointed me.
My experience. I studied Web Development HTML5, Web Design with WIX for commercial purposes, Dreamweaver, and Adobe Suites (IA/PHS). Limited Python for machine learning and C++ for game development. I know very little of UE5. I can do digital design (drawings and stuff) and I love animating in Blender and UE5, but I am not great at it. I have some experience working with Blender, rigging, and making objects but nothing too deep.
If you have any more questions about the game or anything send me a discord request(.nsuav).
Key Inspirations: 1. S4 League, 2. Gunz, 3. Elden Ring, and 4. COD,
Honorary Inspirations: 1. Continent of the Ninth Seal, 2. Blade & Soul.