UE5 Game-jam
2024

This game-jam was a challenge to myself and was made during the production of sim-break. I wanted to teach myself new elements of the unreal engine and apply them as efficiently as possible. In this project I focused on true first person, custom animation, weapons, three different difficulty levels, while keeping track of and saving player score.
I gave myself 24 hours, including 6 hours of sleep.


As I wanted to focus on programming I used three asset packs, one for environment, one for weapons, and one for some of the animations

True first person and player animation

True first person was done by making a third person template project and moving the camera to the player head and attaching it with a camera boom. I then used the “Animation Starter Pack” animation set to get firearm compatible animations. I then made a blendspace for transitioning between idling, walking, and sprinting with a firearm. I added two custom functions for procedural recoil and handsway.

Click image to see code.


Levels and difficulty

There are three enemies, two being duplicates with changed variables to adjust difficulty. In the map blueprint we spawn enemies in random locations fetched from a vector array. The enemies will only spawn if the player has walked into the level and the spawn locations of the enemies will change based on what area of the map the player is located in.


AI and player score

The AI was a simple setup that checks the player location each tick and attacks only if player health is higher than zero. For the health of the AI we first clamp it between zero and 100. Once the health reaches zero it enables “ragdoll” physics and stop the enemy from damaging the player. The enemy then first adds to the player killcount and then destroys the actor after 5 seconds.

The playerscore is visible on screen through a widget that gets the killcount from the player and adjusts it with a binding on the text that updates each time the variable changes. The rotation is oriented to the movement and uses the basic unreal engine 5 manny animation blueprint.

Once the player killcount reaches a certain point the game shows a success screen and returns to the main menu.

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