## recent communique | Well, hello there | Sat Feb 04 2023

animated gif of Obi Wan kenobi standing up saying and with the caption  of "Hello there"

Thanks for taking the time to check out Project 24. My name is Simon, and I am the projects lead developer, and welcome to Project 24's Dev Blog. In this blog, we will share the entire process of Project 24's development from end to end to hopefully shed light on what it takes to create and ship a successful game in Unreal Engine. With all that said, let's dig in.

Project 24 has two core ideas or mechanics it focuses on, best summarized by what I call its 'Elevator Pitch':

A wave-based arena shooter where every day you get a shot at the top spot of a global leaderboard. There is only one catch - each day randomly chosen modifiers will change how the game plays.

Let's break that down:

  • A leaderboard that resets every 24 hours

  • Rotating modifiers that buff/debuff enemies and the player

  • Wave based gameplay like "Horde Mode" from Gears of War

If you've been around mobile games recently, you know the first is clearly inspired by Wordle . The daily word game that took the world by storm in late 2021. The second is a bit of a deep cut. If you are familiar with the Halo or Destiny franchises, you may have come across the Skulls or mission modifiers. These change the difficulty of a particular activity by changing aspects of the gameplay. For example, the "Black Eye" skull in Halo changes how your shields work; it will only recharge when you melee enemies.

Harley Quinn character with blonde hair in pigtails, wearing heavy makeup and colorful attire, excitedly says, "I have the BEST idea!"

These inspirations are the basis of the core gameplay of Project 24. We then decided to pair them with a horde-mode arena (inspired by Gears of War's "Horde Mode") where you square off against waves of enemies, with classic FPS shooter controls and "demake" visual aesthetic. You can read more about all of this in our design one pager

A man wearing a hat is speaking with intensity, captioned "Let's go do what we do!.

Our plan is simple, spend the next year or two working on this game after hours here and there and ship it. That's the big one we must ship it. In order to do this, we've done our best to keep the project scope small.

So that's it, that's Project 24. We plan on sharing updates here and streaming our development process on YouTube and Twitch . Thank you for stopping by, and we hope you stick around and enjoy the ride with us.

Cheers,

Simon Norman

Director, Agents of SWARM

@zhymon.bsky.social

@Zhymon@mastodon.online

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