Author: admin

  • Game Prototype “Breaking the Cycle”

    My goal for this code was to make anomalies that would randomly spawn and a looping hallway mechanic. Anomaly Door Areas of development throughout: I had also planned to use the event “OnComponentEndOverlap”, checking the exit trajectory of the player out of the collision box. This would close the door behind them if they left […]

  • Industry Brief (Dryer, Washing Machine etc)

    My goal here was to work on Hayden’s washer and dryer to implement a player interact system to deposit washing, as well as a random Dryer breakdown. Washing Machine Dryer Recycling Bin Areas of Development throughout However, I had to abandon this system as if the customer left and the player tried to dispose of […]

  • Industry Brief (Monsters and Spawner)

    My goal with this code was to create a level system that, when activated, would create a spawner to spawn customers. This spawner would replace absent customers constantly, until the level timer ended, and the difficulty would iterate each time. Service Bell (Level Starter) Monster Spawner Customer AI Customer Blueprint Areas of development throughout: Originally, […]

  • Boxing Game Update 22 (22/02/24)

    Today I made the final additions and revisions to my game. Main Menu Blueprint Win Screen & Fail Screen Both these menus have the same button functionality as the menu, as loading the map again resets the game. Player BP The different ending widgets are added to viewport according to the player’s “State”. Enemy BP […]

  • Boxing Game Update 21 (20/02/24)

    I wanted to make a few general changes and add some more enemy animations. Enemy Header I have made these accessible anywhere, not just “beginplay”, as this way I can set blackboard values at any time. Enemy CPP file These are just some minor changes to allow animations and proper Behaviour Tree functionality. This function […]

  • Boxing Game update 20 (8/02/24)

    Today I wanted to add enemy animations to my game. Enemy Header file Enemy CPP file This code works the same as when I added animations to my player, the mesh and animation blueprint are set in the blueprint and added in Begin Play. Now my ‘SpawnPunch’ function will also check the direction the enemy […]

  • Boxing Game Update 19 (08/02/24)

    In this session, I wanted to focus on adding my super punch animation for the perfect dodge ability. Player CPP file I moved some code from “PerfectDodge” into the dodge function as to improve consistency. Also, I added the code for the camera movement to be executed here and removed it from the default punch. […]

  • Boxing Game update 18 (06/02/24)

    Today I worked on adding the recovery animation for my character. Character CPP file Here I added a recovery function and moved the code within the “CheckSequence” function so I can control when the recovery takes place. Now, during the recovery timer, the animation will play within the animation blueprint. Animation Blueprint

  • Boxing game update 17.5 (06/02/24)

    In this update, I aimed to remove the static mesh components and replace them with the skeletal mesh for my player. Player Header File To maximise C++ usage, I aimed to set my skeletal mesh and Animation Blueprint in the derived blueprint, so it can be used in the CPP file. Player CPP File Originally […]

  • Boxing Game Update 17 (05/02/24)

    Today my focus was adding a character mesh and the appropriate animations. Player CCP file I added a blueprint readable value named “FacingDirectionRight” that will tell the animation blueprint which animation should play. Also I replaced “PlayerState” with “State” as “PlayerState” already existed. Here the direction is swapped when the player retreats from dodging to […]