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blueprint

  • Project Information This project was created as a portfolio piece for an Unreal Engine developer.

    The game is a real-time strategy focused on capturing resource points (marked on the map with a coin icon) and destroying the enemy base. The player engages in combat against opponents who both guard the paths to the base and resource points, as well as attack in waves.

    Game Mechanics Resource Point Capture: Resource points on the map (marked with a coin icon) can be captured to generate periodic resource income. Control of these points can be lost if the enemy recaptures them.

    Unit Production: The player can produce various types of units at their base by spending accumulated resources. Production takes time.

    Army Control: The player can select and command multiple units simultaneously, issuing orders to move, attack, or capture points.

    RTS AI: Enemy units automatically switch to attack mode upon spotting the player’s units, and revert to passive mode if they lose sight of them.

    Minimap: The minimap displays units, resource points, buildings, and the visible area not covered by the Fog of War.

    Fog of War (FOG): The game features a Fog of War effect that hides parts of the map outside the vision range of the player’s units and buildings. The player only sees the surrounding area, while the rest of the map is darkened, adding elements of uncertainty and strategic planning. The visible areas update in real-time as units move, and enemies outside visibility remain hidden.

    Camera Switching: The player can change the camera position with a key press to adapt the view for different situations and improve visibility.

    Game Settings: Graphics, sound, and control settings can be adjusted through the in-game menu for player convenience.

    Death Screen: Upon the player’s defeat, a widget appears offering the choice to restart the mission or return to the main menu.

    P.S. The main focus was on gameplay mechanics rather than visuals.

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  • This project was created as a portfolio for an Unreal Engine developer.

    The game is a third-person shooter with a mission type focused on clearing out enemies. The player must engage in combat with opponents. Here are the key game mechanics:

    Game Mechanics: Ammo Pickup via Actors: The game features an ammo pickup system implemented through a Blueprint actor. The number of bullets collected and the weapon type they belong to can be configured directly in the actor’s properties. Ranged Enemies: These enemies inherit from a base actor. They can either patrol the area randomly or move along a spline, which is set up using a special Blueprint actor with a spline mesh. Realistic Sound Effects: Both ranged enemies and the main character produce different sounds when shooting at specific objects, enhancing the immersion of gunfights. Camera Switching: The player can change the camera position with a key press, allowing them to adapt their view to different situations and improve visibility. Ability System & Firearm Mechanics: Two separate systems have been implemented—one for character abilities (Ability System) and another for firearms. These mechanics are contained within different actor components, ensuring flexibility and scalability. Game Settings: The game includes adjustable graphics, sound, and keybind settings, which can be customized through the menu for player convenience. Death Screen: Upon dying, a widget appears, offering the player a choice to restart the mission or return to the main menu. P.S. The focus was primarily on mechanics rather than visuals.

    itch.io: https://grimnek.itch.io/tps-portfolio

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  • A simple project to show usage of AWS step functions with the Serverless framework (https://www.serverless.com/)

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  • Jhipster blueprint: skipserverweb

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