Videos of my gameplay programming work

This was developed during a student project at DigiPen, the game is an exploration-adventure game, and the character is interacting with the Jellyfish in order to solve a puzzle.

I implemented everything seen in this video, including:

  • Scripting in Blueprints for interaction between player input and player animation state machine
  • Scripting for the creature response to the player and movement AI
  • Scripting for the blue energy jump pad
  • All Character/creature/environment art, VFX, animations seen in the video

Part of the same project as the previous video, here the player completes a quest for an NPC by filling a pot with some water, and completes a puzzle by bringing a keystone to the lock-pedestal.

I implemented everything seen in the video including:

  • Scripting for interaction with the chest and objects the player can pick up (pot and the keystone)
  • All items that can be carried inherit from a Parent Blueprint with all the behavior to detect whether or not the player has attempted to pick it up, a Child Blueprint can then define what the object actually does when the player picks it up as well as the static mesh/collider etc.
  • Scripting, animations and animation state machine handling for the pickup and throwing actions
  • Scripting for interaction with NPC and the quest
  • Scripting for the puzzle
  • All art, VFX in the video except for the trail particles the player leaves behind.

An early prototype I made for a character movement ability. The player is creating this ice/crystal path in front of them using ‘mana’ as a resource to build it. The initial idea revolved around this as the short-term gameplay loop.

  • Implemented the scripting for the path creation on player input, it was built for a controller primarily and involved using the analog sticks to direct the path while holding down a button to create it.
  • Used the SplineMeshComponent provided in Unreal to define a spline that is updated dynamically in-game as the player extends the path. The component takes the spline and deforms a mesh along it, which gives the path its smooth and sinuous appearance.
  • The player could fly whenever they were above this path, allowing them to use it like an actual path/shortcut through the world.
  • Also implemented the survival gameplay seen in the HUD bars, which involve an Exposure stat that increased whenever the player was directly exposed to the sun, a Hydration stat that depleted over time and required the player to drink water or otherwise sustain damage to Health.
  • All art and VFX seen are created by me.
  • Did NOT implement the character model or animations though, those are provided by Unreal in the Third Person Template.

 

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