Samuel Jackson's Portfolio
Project: Cyberscape
Cyberscape
Project Information
Cyberscape is my primary personal project, I've been working on it for some time now and hope to release it some time in the future.
It is a Top-Down Action Roguelike, with a primary focus on the build and weapon diversity.
..Of coure, Most Roguelike's say that.
In Cyberscape, All items are designed to be modular, whether it be the weapon or the items, they all work in tandem.
There is no source code access due to this being a game I intend to release in the future, But if you have any questions I am happy to answer them!
Cyberscape is my primary personal project, I've been working on it for some time now and hope to release it some time in the future.
It is a Top-Down Action Roguelike, with a primary focus on the build and weapon diversity.
..Of coure, Most Roguelike's say that.
In Cyberscape, All items are designed to be modular, whether it be the weapon or the items, they all work in tandem.
There is no source code access due to this being a game I intend to release in the future, But if you have any questions I am happy to answer them!
Weapon System
Modular Components
The Weapons in particular are built out of multiple fully modular parts, each with unique effects and modifiers.
While one component might make your weapon fire at a break-neck pace, another will make it fire like a snail but hit like a train.
Due to how powerful and game changing these effects these weapons are provided only provided at the start of Zones 2 / 4.
However, more experienced players are able to get additional weapon component everytime they defeat a boss without taking damage.
The Weapons in particular are built out of multiple fully modular parts, each with unique effects and modifiers.
While one component might make your weapon fire at a break-neck pace, another will make it fire like a snail but hit like a train.
Due to how powerful and game changing these effects these weapons are provided only provided at the start of Zones 2 / 4.
However, more experienced players are able to get additional weapon component everytime they defeat a boss without taking damage.
Item System
Event Powered Items

All items are event based and managed by the Equipment Manager.
Furthermore, to reduce overheads all items are UObjects instead of AActors as they do not need to be represented in 3D Space.
In terms of gameplay, an Item requires a sufficent amount of storage, in the case the player does not have the requirements, then it will be equipped as an inactive item.
These items only provide a small stat boost. At the start of each floor and inside shops a player has the ability to change what items are active.

All items are event based and managed by the Equipment Manager.
Furthermore, to reduce overheads all items are UObjects instead of AActors as they do not need to be represented in 3D Space.
In terms of gameplay, an Item requires a sufficent amount of storage, in the case the player does not have the requirements, then it will be equipped as an inactive item.
These items only provide a small stat boost. At the start of each floor and inside shops a player has the ability to change what items are active.
Content Creation
C++ To BP
Content creation for this project is all built around Blueprints.
While the core functionality is built into the C++ base-classes, many of the small gameplay elements are scripted in blueprints. When I find features being used frequently, they are then
implemented into the C++ Base class.
This system is used for Items, Weapons and even A.I Characters making development of new content less time consuming.
This also means that any designers that could be brought on would not need to go into the C++ to add content.
Content creation for this project is all built around Blueprints.
While the core functionality is built into the C++ base-classes, many of the small gameplay elements are scripted in blueprints. When I find features being used frequently, they are then
implemented into the C++ Base class.
This system is used for Items, Weapons and even A.I Characters making development of new content less time consuming.
This also means that any designers that could be brought on would not need to go into the C++ to add content.
Room Builder
Procedural Generation
The room builder is an incredibly useful tool that makes designing rooms a short process.
Utilising the various properties in the inspector you can define playspaces for the player and shape out rooms as required, as well as add item and enemy spawns.
Doors are also added this way and each room can have a custom door assigned to it if needed.
Changing the room's zone is also easy as it only requires a drop-down menu.
the biggest downside to the system is that it is a little bit tedious to use at times.
The room builder is an incredibly useful tool that makes designing rooms a short process.
Utilising the various properties in the inspector you can define playspaces for the player and shape out rooms as required, as well as add item and enemy spawns.
Doors are also added this way and each room can have a custom door assigned to it if needed.
Changing the room's zone is also easy as it only requires a drop-down menu.
the biggest downside to the system is that it is a little bit tedious to use at times.