Corn Wars Free For All
Made in Unreal Engine for Fortnite (UEFN)

Design Philosophy
Corn Wars is all about chaotic, wacky, moment-to-moment gameplay. The cornfield setting creates tension by limiting the player's visibility, but I didn't want this experience to be a simple game of hide and seek. To add an exciting twist, I introduced a mechanic that launches all players into the air at random intervals. When this happens, everyone's location is exposed, leading to intense aerial combat where eliminations can occur before players even hit the ground.
Chaos and Corn
Players race through a towering corn maze, spiced up by random jumps that break the monotony. These leaps reveal positions and ignite thrilling mid-air combat.

A-maize-ing Arsenal of Weapons
Utilizing what Fortnite does well and letting players get wild with the weapon choices.

Verse Code
In order to create a timer that would randomize after it completed, I had to create a creative device using Verse.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Random}
using { /Fortnite.com/UI }
using { /UnrealEngine.com/Temporary/UI }
# A Verse-authored creative device that can be placed in a level
Jumper_Device := class(creative_device):
#Reference to timer device that will count down
@editable
TimerDevice : timer_device = timer_device{}
@editable
var current_time : float = 10
#Customize interval in editor
@editable
var max_time : float = 15.0
@editable
var min_time : float = 3.0
#Logic to determine if we should use random intervals or fixed value for timer.
@editable
var GenerateRandom : logic = true
#Logic to execute on first frame.
OnBegin<override>()<suspends> : void =
SetDuration()
TimerDevice.SuccessEvent.Subscribe(OnSuccess)
#Gets Random value between min and max values.
RandomTime() : float =
GetRandomFloat(min_time, max_time)
#Method that gets subscribed to built-in success event. This event fires when the timer completes.
OnSuccess(Agent : ?agent):void =
SetDuration()
#Sets timer to timer between interval or fixed value.
SetDuration() : void =
if(GenerateRandom = true):
set current_time = RandomTime()
TimerDevice.SetMaxDuration(current_time)
else:
TimerDevice.SetMaxDuration(current_time)
Creative Devices Used
Round Settings Device
Audio Device
Item Spawner Device
Radio Device
Elimination Device
HUD Message Device
Player Spawner Device
Wildlife Spawner Device
Item Granter Device
VFX Spawner Device
Timer Device
Movement Modulator Device
Air Vent Device