lootbox swipe
Lootbox Swipe Trailer
Screenshots
Project Details
Roles: Game Designer
Genre: Clicker / Incremental / Casual
Team Size: 6 members
Development Time: 1 Month
Tools: Unreal Engine - Content implementation
Blueprints - Create gameplay systems
Adobe XD - Draft UX designs
Box Summary
If there's one this the industry loves, it's clickers and lootboxes, so... why not combine the two? Your job is to put money on your credit card so you can buy as many unique lootboxes as you can. Build up your collections with secret descriptions until you unlock everything. That is until you need the last item...
Assignments / Responsibilities
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Design and program all gameplay systems
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Revise economy to balance gameplay
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Write descriptions and stats for rewards
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Create and implement UX designs,
Full Game Download:
Design:
I designed the core loop and gameplay systems. Having to combine the gameplay of clicker games with the reward system of multiplayer loot systems was a challenge, but here's what I came up with.
Core Gameplay Systems
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Gaining Wealth: You put money in your account by using your credit card and investing into upgrades and bonuses including passive income and more income per click for rewards
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Lootbox System: With the proper funds, you can buy lootboxes to unlock rewards for your collection. However, rewards are randomized, so you will need to grind closer to completion
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Collection: You can view rewards gained from lootboxes and learn about their rarities and backstories
In-Game Content
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I wrote the values for in game content including money actions, balancing the economy, labeling buttons and actions, and writing the content for the rewards. All of them are fun easter eggs and nods to other properties and leans more into the satirical nature of the game
UX/UI Designs
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I used Adobe XD to create UX layouts. While the menus mostly remained the same aesthetically, we changed the final look due to the decision to make it a PC port instead of mobile and the extra screen space allowed us to show more information on screen
Gameplay Actions
Inventory Descriptions
UX Sketches
Programming Logic:
I used Unreal Engine's visual scripting system, Blueprints, to program the gameplay. This project involved a lot more math than anticipated along with balancing issues, but here's what I did in the engine.
Game Screen Logic
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I programmed every action to its own button and compare the value of money to the cost of the action before completing said action and subtracting the difference. Here's what actions themselves do:
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Clicking the credit card increases money incrementally with each click,
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Upgrading money payout will increase the value of clicking the credit card and incrementally increase the cost of this upgrade
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Upgrading passive income will increase money received every second on a timer and incrementally increase the cost of this upgrade
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Lowering interest will lower the cost of all upgrades by a fraction of its current cost and incrementally increase the cost of this upgrade
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Buying a lootbox will increase the inventory of unlockables to open and incrementally increase the cost of this item
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Shop Screen Logic
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When opening a lootbox, the game first checks if there's any lootboxes in your inventory
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If there is, a random number is picked to then reference an ID number on the items data sheet. Once the ID is picked, it will set the unlocked boolean on the corresponding item to true and reveal the reward.
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If this item number is picked again when opening boxes later on, it will display a message saying you already unlocked it
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If unlock the last item you can buy, a congratulation message will display by setting the visibility to true
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Shop Screen Logic
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Every item has it's own button to view the contents.
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When you click an item to view, first it checks the unlocked boolean to see if it was set to true when buying a lootbox.
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If yes, all the data from that item's row in a data chart will be displayed and you can view the item. Otherwise, nothing will happen
Switching Screens Logic
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I programmed options to switch between systems on the keyboard by using a switch on string function based on which key is pressed