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TEMPLE DER TOTEN
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TEMPLE DER TOTEN

by ManuGalera and PereRustey on 1 Jun 2024 for Rookie Awards 2024

It's a shooter survival game by rounds, top down view, using Japan theme.

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We present our first project in Unreal Engine 5, "TEMPEL DER TOTEN", a playable videogame.

Our work in this project is all you can see on renders (everything you see in the renderings is ours, there is nothing taken from intertnet):

-3D modeling.

-Textures (substance painter).

-Environment.

-Blueprint programming.

-VFX.

-Level design.

-Mechanics.

It's a shooter survival game by rounds, top down view, using Japan theme. The art we inspired is the "Dead Ops arcade" (a Call of Duty Black ops submode).

We made 4 characters and 4 playable maps, made by ourselves.

HISTORY:

A Japanese soldier, in the middle of the Second World War is badly wounded, the soldier between life and death enters the “limbo”, called Temple der Toten (tempel of the dead).

To avoid death the soldier has to pass the survival test. To check if he is valid to return to life, there he meets his guide in the world of the dead, a cloud Kinton, who will help him to overcome this test.

HUD

1-The flame: lifes

2-Ray

3-Cloud

4-Score


In game screenshoot

MAPS:

Four diferent zones:

-Tutorial


-Map 1

-Map 2

-Boss Fight

3D MODELS ( PROPS )

-WEAPONS

-ENVIRONMENT

CHARACTERS:

We create the 4 characters of the game. The characters were made in Zbrush, retopology in Zbrush. Textures in Substance Painter. Clothing in Zbrush . Animations in Blender (all the animations are handmade).

Main Character:

-The soldier "Toji".

Enemies:

-Skeleton.

-Golem.

-Final Boss.

GAMEPLAY AND MECHANICS

The player has to overcome all the waves of the different types of enemies that he has in each round (5 rounds per map, except the last one which is to defeat the final Boss) and at the end of the game he will find a final Boss which he will have to defeat to win the game.

-POWER UPS:

-All power ups and collectibles are obtained by killing enemies.

-All have the same probability (except the lives of the character).

1-CLOUD:

KABOOM: Spawn multiple lightnings. Dealing damage to all the enemies that are in the room at that moment.

DASH: Deals damage at all the enemies that are placed from the location of the cloud to the position where the cursor is.

2-WEAPONS:

-Weapons have unlimited ammo, you can use them for 5 seconds (except the PPSH which is the initial weapon and will always return to when these 5 seconds pass).

PPSH: Predetermined weapon, no dispersion of the bullets, straight line, moderate cadence.

SHOOTGUN: 7 randomly scattered bullets in a radius, cadence less than PPSH.

SNIPER: Fires a bullet in a straight line through the enemies (allows several enemies to be killed in a row at the same time) with 1 second of cadence between bullets.

MINIGUN: Fires with a reduced spread, gun with a high rate of fire.

3-BOOTS:

-Gives you a speed boost, for 30 seconds.

COLLECTABLES:

1-LIFES:

-The game starts with 3 lives. Each successful attack of the enemy subtracts one life.

-The lives are recovered with the score, every 20000 points you get one life.

2-COINS:

-You get 500 points for each coin you take.

3-KABOOM/DASH:

-They are acumulative.

4-BOOTS

-The time is acumulative (if you have some boots and take them again, the remaining seconds of the duration of the previous one are added).

CONTROLS

COVER OF THE GAME:

Thank you for having come this far. I hope you liked it.


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