«BioComputed» Submission: “UltimateElevatorLift”
http://img15.hostingpics.net/pics/585230bannire.png
(*Explosions not provided in this build)
Team name : « BioComputed »
List of team members : ,
Name of your submission : BioComputed_UltimateElevatorLift
Number of players : 2. First player uses keyboard and mouse, the second one uses a controller.
Description : For a mysterious reason, you have to get on the top of this huge building first! Use the elevator! Be careful though, it seems to be a little broken… Be the faster to fix your elevator and get to the top !
In the current state, it’s not really functional, you can’t fix the elevator failures.
You can only press right click (or A button on controller) to decrement failures has they arrived.
(Ideally you would have to take broken parts and get them in place, but it doesn’t work.)
What we wanted to do was to make a looooot of breakdowns. But we didn’t have enough of time.
This game intended to have (but way too ambitious for the time we had):
- WORKING ELEVATOR FAILURE FIXING SYSTEM
- Bonuses at basement floors (like robots at the lower level to automatically fix you elevator)
- Events at each floor (functionnal elevator doors) to help you or not
- A tablet to:
- ->Have the ability to fix outside faillures
- ->Hack your opponent’s elevator
- Little cutscenes
- (Better graphics)
http://img15.hostingpics.net/pics/521938UEL.png
Control Scheme:
Player1:
- ZQSD: Move
- Left Click: Grip [NOT WORKING] (would have been needed to fix)
- Right Click: Interact -> Reducing the failure of the elevator hit by the trace (would have been needed to fix)
- Tab: Invoke tablet [NOT WORKING]
Player2:
- Left Stick: Move
- Right Trigger: Grip [NOT WORKING] (would have been needed to fix)
- A Button (Gamepad Face Button Bottom): Interact -> Reducing the failure of the elevator hit by the trace (would have been needed to fix)
- Y Button (Gamepad face Button Top): Invoke tablet [NOT WORKING]
Warning: Retry Button at end of the may game crashes the game, it seems it breaks the game though.
Difficulties : The major problem we had was to have a working controller, (since we don’t have any xbox ones).
We had spend many hours testing/hacking PS2, PS3, and Steam Controller but we finally figured to connect the Steam Controller for the second player by launching the Epic Games Launcher hence the Editor through Steam’s BigPicture.
I also had a hard time making the C++ and Blueprint parts because Blueprint system is runtime and C++ is compiled, but you guys at Epic have set wonderful and useful tools. Thanks.
We also had issues packaging the game as I was using a method which only works in development builds (AKA GetActorLabel() & SetActorLabel() ).
All elevator meshes are original hand-made. Here’s the list of the other assets used.
Assets and tech used:
Download LINK:
Also uploaded here: (btw sorry for the trouble Cel)
(Our uplink is only: 800 kb/s (~100 KB/s) so it takes a while to upload the 700 MB entry.)
A functional build with fixing system working may be released at a later date.