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I finished Zombieslack. It was a great journey! Here are some final screenshots:
I tried to capture a consistent artstyle by adding a container prop and the animated player model for one type of gun.
- After 6 shots, you're out of ammo.
- You can pick up a box of ammo to refill your gun.
To do: Reloading
I added an animated enemy that starts moving towards the player when he's close enough. The base of the game is now ready and I understand more or less how to work with blueprints. Next I'll add ammo, better AI, polished art, and a gate puzzle.
I set up a first person character scene. I used a mesh with animations of the Unreal Starter Content. I started from a blank project to set everything up as I wanted it and made the following blueprints:
- Interface to calculate ScreenCenter
- FirstPersonCharacter blueprint with ShootGun function: I used LineTraceByChannel from the ScreenCenter to where the camera is looking
- Animation blueprint for Idle and Run with a Montage for the gun recoil
After making a modular Unreal level, I want to explore the engine further by making a small FPS. I'll use this thread to keep track of my advancement.
GAMEPLAY: I'll have the player interact in a dynamic shooting range environment. You'll have to complete the level with an as high as possible score in a set amount of time.
These are the models, scripts and animations I'll have to work out:
Models with diffuse texture:
- Dark subterrain environment
- Weapons (Pistol, shotgun)
- Player
Pick-ups:
- Ammo
- Weapons (Pistol, shotgun)
Weapons:
- spawn shells
- shooting animation
- Muzzle flash
- Impact
- Dynamic crosshair
HUD with shaders
- weapons info
- Score system
- Timer
- Inventory to equip weapons
- Dynamic cardboard practice targets
(Mock-up screenshot based on an environment from "Slender: The Haunted Metro")
If all goes well, I might push everything further by adding enemy characters. I'll work that out at a later stage.