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VOID N' NULL

ROLE

PROGRAMMING CONTACT & BUILD ENGINEER

GENRE

Multiplayer, FPS, Tower Defense, RTS

PROJECT OVERVIEW

As part of my capstone project at Algonquin College, our team developed Void N' Null, a fast-paced multiplayer FPS with tower defense and RTS elements. Set on a frosty alienated planet, 2-5 player teams use diverse weaponry and strategic structures to collaborate, destroy the enemy base, and secure victory.

HIGHLIGHT REEL

UNAVAILABLE

GAME  F

EATURES

AI System

  • Manages dynamic behavior for all NPCs

  • ​Some interaction include, controlling Offensive Structures, or Deployed Reinforcements

Mission System

  • Varied side missions integrated into maps for dynamic gameplay and boost team economy

Interaction System

  • Manages the interaction between Game Objects

  • Some notable interactions include, using in-game items, entering/ exiting Mechs, accessing Shops, etc

Inventory System

  • Handles the management and usage of items

Item System

  • Manages the properties and usage of various items

    • ​Weapons : Pistol, Shotgun, Sniper

    • Consumables : Health Pack, Stamina Pack, Armour Pieces, Grenades

Shop System

  • Manages purchasing of Items and Structures

UI System

  • Manages Menus, Loading screens, and Game UI

  • Tracks and Displays player statistics while in-play

Ability System

  • Utilized Unreal's Gameplay Ability System to power Item and Structure abilities/ actions.

Player Characters and Controller

  •  Varied gameplay based on selected Class :
    • Commander : Deploy-able Reinforcements

    • Combat Engineer : Supply Drop

    • Commando : Air Strike

  • Movement and Combat capabilities :

    • Walk, Jump, Sprint, Crouch, Dodge

    • Melee Combat actions

  • Able to use Items, Abilities, and Structures

  • Able to possess and control Mech

Mech Character and Controller

  • A powerful machine that can be controlled by either team upon collecting technology pieces

  • Utilizes a custom controller, to allow for 2-players to possess and control at the same time. One player must control movement, and the second must control the weapon system

Structures and Building System

  • Diverse range of Defensive and Offensive Structures

    • Towers : Gunner, Artillery, Heal, Sensor

    • Traps : Spiked, Speed, Snare, Minefield

    • Barricades : Wall, Reinforced Wall, Sandbags

  • Able to strategically upgrade for unique abilities

  • Able to repair and destroy deploy-able structures

Note: All game systems and features are fully networked to work smoothly in a multiplayer setting.

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