Converging Fire
This was a collaborative project done by game designers and artists for an 'arcade' style game brief with a short gameplay loop suitable for ‘pick up and play’ player mentality. Converging Fire is round based, each round the number of enemies increase and the enemy type is randomized each play. Kick, shoot, slam down to increase the point multiplier and combo boosts to earn the highest score.
Project type
Group Project
Role
Blueprint developer ( Player controller, character, movement, animation, shooting, enemy spawner/round manager and health, stamina + mana systems)
Software
Unreal Engine 5.6
Github
Trello
MiroBoard
My Contribution
Research
I conducted research into player movement and perspective using similar games such as Mirror's Edge taking note of different traversal options the player had and how they combined to make a varied and entertaining movement system. One major influence was the use of contextual actions such as using one button for a range of abilities which suited our project as it allowed us to have a range of abilities and keep a simple control scheme without sacrificing any.
Animation Setup
I was in charge of implementing animations within the Engine. This consisted of creating a control rig and locomotion blend space for the main character then applying them using a animation blueprint. Due to the nature of our game; first person shooter, i included a modify per bone to the state machines to allow for the characters spine to bend as per where the player is aiming. Similarly, this process was repeated when i approached the enemies animation set ups.
Visual Scripting (Traversal)
In addition to the general traversal mechanics, I created the code to allow players the abilities to dash and triple jump. These create a more dynamic way of navigating platforms, avoid enemies and gain height for the two types of aerial attacks featured.
Visual Scripting (Combat abilities)
I worked on the creation of all combat abilities. Our FPS naturally focused on a projectile weapon, the magic staff. However I also felt it was necessary to include melee. I coded the ground slam attack to deal damage and knockback that uses the verticality of the arena and the triple jump. Further knockback abilities I coded were the kick which could be used either on the ground or in air contextually.
Visual Scripting (Health System)
The health, stamina and mana are stored and managed within a blueprint component, which in turn is attached to the player blueprint. Each resource has their own custom event that are similar in nature, with one to manage regeneration, one to reduce the amount and one to increase it.
Visual Scripting (Combat Encounter)
Further contribution from myself was the enemy spawners and round management. I used the game mode blueprint to store round logic so the action could always be called using the game mode variable that is by default set within the unreal engine which avoids casting. I took further lengths to avoid casting by using interfaces.
Team work
I acted as facilitator in addition to my designer roles, managing the UE5 file and working through commits made by teammates before merging them into the main file on Github. I attended regular team meetings where ideas could be generated and each member could catch up with the current state of their tasks.
All parts of my coding required me to work in tangent with my teammate, i conducted etiquette with blueprint layouts, commenting out sections to explain their purpose to avoid lowering the blueprints readability.
