
Jack Dibden
Principle Level Designer
Project Doom Train
An UE4 unreleased Hypercasual Mobile game
Polyfruit Studios
My role in the project
While at Polyfruit, I was designated to create everything except art. I led a team that changed projects, sizes and people every month, ranging between working solo or with a team of up to 10 artists. This instability and lack of diverse resources in a company with over 60 employees was an extra challenge to work with, however, despite these hardships, I still created games to the specifications given within the deadline, rapidly learning the new team members’ abilities to ensure quality and provide a level of stability.
Project Overview
Project Doom Train is the main game I worked on while with Polyfruit. The concept was simple, defend your train and complete unique objectives as you sped through the underworld by sticking turrets to the top of your carriages.
While a simple concept, the use of different turrets having different specialities, combined with set enemy spawning per level made every level feel like a small puzzle of finding the best combo to clear your objective and escape.
The other piece of the puzzle was adding more carriages to add more turrets. While each carriage provided 3 more turret slots, they were also further away from the main engine. This leads to a gameplay dynamic of the first weapons you buy also being at the front, being the most active and important. Players had to decide if selling off a cheap starter turret for a stronger variant was worth the cost of buying a new turret in a lesser position.
Turrets came in three kinds: kinetic, laser and missiles.
• Kinetics were good at dealing with Flesh and were hit-scan, making them excellent at killing enemies far away from your train
• Lasers were excellent VS armour, however, suffered in their range and turning speed
• Missiles had no speciality and travel time, however, their homing rockets were great for dealing with a herd of enemies at once
Retrospective
Doomtrain was the biggest and most complete project made in Polyfruit. It was a simple but flawed concept, as while the turret mechanic was interesting, it lacked the moment-to-moment gameplay that hyper-casual gameplay thrives off. Buying a turret felt fun and the train going faster and faster was exciting and flashy, but felt repetitive quickly. The reward of dominating the level took too long to realise, even if it was incredibly satisfying, and the reduced effectiveness mechanic of the carriages made this reach an undesired and too-achievable peak.
Working for Polyfruit was a rapid learning experience of dealing with lots of different roles and situations while remaining within expected production plans. The downside to this rapid evolution process, enhanced by the nature of the hypercasual game market was the constant changing of the guard. Who I was working with could change each month, if not every week as projects started and died.
Very few projects were created past prototypes made for internal videos, hence the nature of the products showcased being multi-functional for runners and turret/auto-shooter-based gameplay, and given the simplistic nature of Hyper-casual games these games had very simple mechanics.
Development Videos (UE4 Blueprints)
Moving World Generation
This scrolling world generator uses a pool of “Tiles”, each given a range of enumerators that dictate their spawning such as their appearance rarity and biome. Combined with a seeded generation to ensure levels stay identical between play sessions and a tile storage system that makes hour-long spawning as FPS-friendly as 10 minutes, it served a solid base to create an endless runner generator.
The biggest benefit was the speed of adding new tiles and biomes. The use of a Base tile and Unreal’s Child Blueprint system meant a new tile or biome was as easy as making a new child actor, changing the enumerators, and adding the new blueprint to an array.
Independent 2-point Turrets
A simple 2-point rotation turret designed to be easily exportable and adjustable. Inputs a vector 3, outputs collision data. Designed to be easily re-worked to support Lasers, Bullets and Projectiles, or whatever other effect, as seen above.
The system was focused on being easily stripped out and reworked. Due to the sort lifecycles of hyper-casuals, a robust and independent system with a simple input/output meant this was easy to use in as many projects as necessary. To stress this point, an exact replica was created in unity!
UI Management System
The UI system tracks and manages turrets on top of a train by directly pulling and pushing information stored in the turret. Being this game was designed for mobile screens, we needed to be able to manage each carriage with 3 turret slots, 9 different turret types, and the ability to upgrade and replace them in a small amount of space.