
wreck royale
Overview
Wreck Royale is an arena car battler made for Fortnite using UEFN. The game is PvP for up to 5 people. The game runs for 5 rounds, with each round ending when there is only one player left standing. Players are allocated points based on how long they lasted in the round. Each round is played in a different, randomised arena with its own special properties. The player with the most points at the end of the 5 rounds is the winner.
In the arena, players can pick up ‘power ups’ to give them additional advantages in combat, and also ‘health’ to replenish their health bar and improve their chances of survival.
core pillars
We will lean on these pillars when designing features to ensure a cohesive experience for players that aligns with our original intent.
features
There are 5 rounds in the game. Each round has 2 to 5 players, and the round ends when only 1 player is left standing.
Each player receives points based on their place in the round, with 1st place gaining the most points and each place after 1st receiving slightly less until 5th place. Players who place below 5th receive no points.
Players’ places in the round are determined by when they were eliminated:
1st is the player who is left alive.
2nd is the final player to be eliminated.
3rd is the player eliminated before the 2nd player and so on.
Each round takes place in a different, randomised arena.
The game ends when all rounds are complete. Final places are determined by the player’s total points, with the player with the highest total points winning.
If two or more players have equal points for 1st place at the end of the final round, those players enter a ‘tiebreaker’ round. The winner of the tiebreaker round wins the whole game.
In the event less than 5 players play the game, the points system remains the same.
rounds
major parameters
Players attack each other by ramming each other’s cars. The amount of damage a hit does is determined by two factors:
Velocity
Hit placement
There are also environmental hazards that do damage to a player’s car if the player runs into them (or is rammed into the environmental hazard).
Players have a health bar which starts full and is reduced with each hit. Once that health bar is depleted they are eliminated from the round. Health is reset at the beginning of each round.
Players take damage whenever they connect significantly with one another. For example, if a player going very fast uses the front of their car to ram the side of another stationary player’s car, both players take damage but the stationary player takes significantly more damage.
If players are just connected and nudging each other, they should not do damage. They have to ram each other to do damage, though the ram can be at low speed. This is part of why it’s important that when a player is hit they are pushed back. This means it’s easier for players to ram each other again in quick succession.
combat
Velocity
The faster a player is going when they connect with another player, the more damage they do. The distance the attacked player is knocked back should also increase with the speed at which they are hit.
It’s important that players who are hit at speed are knocked back significantly, so that attacking players can make use of the hazardous environment to help them eliminate foes.
hit placement
The part of the car that a player hits another player with should affect the amount of damage done.
A list of parts of the car in order of damage done from most damage to least damage:
Front Bumper
Rear Bumper
Side of the car
major parameters
player hud
The player HUD should display:
Health bar
Any active power ups
Health pickups
Health pickups should spawn around the arena throughout the match.
The spawn point that the health pickup appears at should be randomised.
Spawn points should have a cool down so health pickups do not repeatedly spawn in the same spot.
Only one pickup should appear in the arena at a time.
major parameters
Powerups give the player an advantage for the duration of the round.
When a round ends, the powerup is removed.
Powerups appear randomly at spawn points around the arena
Spawn points should have a cool down so that powerups do not repeatedly spawn in the same spot
Only one powerup should appear in the arena at a time
If a player already has a powerup and collects a new one, the new powerup replaces the old one. Players cannot have multiple powerups at a time.
The asset in the arena for powerups looks the same regardless of the powerup. The player does not know what powerup they are going to receive.
When the player drives through a powerup, text should appear on the screen revealing which powerup they have received.
power ups
POWERUPS LIST
arenas
The game should have a number of different arenas that it randomly selects for each round.
Each arena should have its own distinct look and feature unique dangerous obstacles to challenge players and create interesting opportunities for eliminations.
We should use pre-existing arena shaped assets from UEFN where possible, such as the colosseum.
arenas LIST
considerations and limitations
Bots should be considered for a future update, so players can get straight into games rather than relying on lobbies populating
An MVP version of the game with limited content (1 arena, 1 powerup) should be released first. If the game is popular, additional content can then be worked on and implemented.