| UltimateGD (2020)
Platforms: Windows Client technology(s): C++, Blueprints Frameworks used: Unreal Engine 4 My role(s): Developer Description: Third person action, based on course Unreal Engine C++ The Ultimate Game Developer Course.
I have done some additional logic over that which is provided in the course. Also, many things I have done differently and wrote what can be done better in files README.md and VLessonsBadExamples.txt.
Main contribution to the project: - Character animations created with Mixamo, and handled with Blendspace 1D and State Machine in AnimationBlueprint (screenshot above).
Created separate animations of movement (+sprint) with and without a weapon. - Logic for the pickup different weapon types: axe and sword.
- Character attack (+sound, weapon trail particles, etc) implemented with AnimationMontage (screenshot above).
Weapon BoxCollision active only during a certain time of the attack, to make the moment of hit more precise. - Created 2 types of enemies: spider and minion.
Enemy animations and attack created in the same way as for the Character.
Implemented logic for enemy states: Idle, Follow the character, Attack, and Death. - Each game session EnemySpawnVolume's generates random minions, in slightly different locations.
- Logic for the pickup of items: coin and health potion
- Logic for the explosive mine.
- Functionality for the floor switch, which opens a path through the wall.
- Created HUD for health, stamina (which consumed during the sprint), coins.
- Created HUD for the enemy's health bar, which is visible during the fight.
- Created Pause Menu which freezes the game and allows to Save/Load Game, and Quit.
- All nodes are well organized and easy to read.
- All game config parameters are set as EditAnywhere UPROPERTY, so it can be changed in Blueprints, in Editor.
Links: |
|