Dimension Shifting Platformer

Ever since I worked on my 2D teleporting prototypes I wanted to take the idea into 3D. However, I didn’t just want to copy the mechanic into 3D. I wanted to take it, tweak it, and work on some new Blueprints for the 3D implementation.

I decided to make the teleport less of a teleport and more of a shift between dimensions. I loved Legacy of Kain and wanted to make something inspired by that game, but still make something that was obviously a platformer. This is what I came up with.

Image converted using ifftoany

Image converted using ifftoany

Continue reading

C++ Flaming Object

In the final post of this mini-series I’ve moved on to a more intermediate piece of coding. This was actually my favourite project of all the C++ tutorials. Visually it was the most interesting, and actually implied a cool little game. I quite like the idea of designing Burning Monkey Ball Deluxe. It’s a higher stress, higher risk version of Monkey Ball with dire consequences for failure. Another day, maybe.

c-logo

Continue reading

C++ Camera

I think that Epic continues to do an amazing job with its tutorial content for Unreal 4. The C++ tutorials are as good as any I’ve used and offer some really interesting tasks to sink your teeth into.

This tutorial builds an interesting camera systems which allows players to rotate around and zoom into a static mesh. It’s very much a third person game camera, but just using it evokes the feeling of an adventure or detective game, where the player is moving through an environment, searching for clues, and zooming in on areas of interest.

c-logo

Continue reading

Introduction to C++

Having spent a good deal of time in recent weeks working with Unreal 4’s Blueprint system, I now feel like I have a pretty solid handle on the basics of that system. Also, by looking into the guts of Advanced Turn Based Tutorial (LINK), I feel like I’m getting a better understanding of the potential of that system.

However, I wanted to get a better understanding of how C++ works in Unreal. This desire came about for one main reason; in a professional setting it is not possible (and not sensible) for me to rely on blueprints all of the time. It is important that I’m able to, at a minimum, be able to parse code and make changes to key variables in order to tweak and tune my prototypes.

c-logo

Over the next couple of weeks I’m going to post a few times about C++. My aim is to complete some available tutorials, then play with variables in order to see what effect I have and further understand the way that C++ classes work in Unreal.

Continue reading