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UnrealHW1

3D Platformer

Concept

  • Platform: Windows
  • Technologies: Unreal Engine 4.24.3, Blueprints
  • Language: English
  • Audience: Targeted audience
  • Genre: 3D Platformer
  • Mood: Calm, positive
  • Emotions:
  • Rating: PEGI 3
  • User Number: Singleplayer
  • Gameplay time: 10 min+
  • Main mechanic: Endlessly run forward as far as you can
  • Goal: Achieve a high score

Targeted audience

Targeted primarily at casual players who prefer to play simple games in order to kill time.

Game Character

Game mechanics and operating Controls:

  • Actor moving: WASD keys (W - forward, A - sideways (left), S - backwards, D - sideways (right))
  • Camera/Rotation: Mouse (move mouse to turn the camera)
  • Jumping: Spacebar (hold to jump higher) Game mechanics:
  • Player can pick up bonuses (coins) in order to get a higher score
  • Player must avoid falling and bumping into obstacles
  • Picking up boosts makes it easier to proceed forward (highlighted in order to stand out)

Interface

HUD:

  • Score counter

Gameplay map Character spawns at the beginning of the pass with various obstacles According to user input character can perform movements Upon falling or colliding with a copper object game restarts (game over) Collecting bonuses changes game conditions for a set amount of time:

  • Invincibility bonus allows character to go through copper objects
  • Slow bonus slows down moving objects

Visual

Game visuals All the assets were taken from Unreal Engine 4 Starter Contentment Pack.

Level Design

Player spawns on a procedurally generated endless path with obstacles. Player has a score of 0. In front of the player randomly spawn platforms with moving obstacles, bonuses, boosters, walls and gaps. Two types of boosters can be spawned: invincibility (allows to go through walls) and slow (slows all moving objects).

Balance

  • Player speed: 800
  • Player jump max height: 300
  • Gravity effect on player: x2
  • Obstacle movement speed: 2 – 5.75 points per event tick (+0.75 per difficulty level)
  • Slow boost obstacle stalling: 1 point per boost
  • Invincibility boost time: 8 – 3 (-1 per difficulty level)
  • Slow boost time: 12 - 4.5 (invincibility boost time x1.5)
  • Bonuses per platform: 0 – 2 (randomized)
  • Points per bonus: 10
  • Difficulty increase on points count: 100/200/400/800/1600
  • Platform variation proportions:
    • Tile with/without wall at the end: 1/3
    • Tile with/without gap at the end: 1/2
    • Tile with boost/obstacle/nothing: 1/4/5

Releases

No releases published

Packages

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