Amazing job Nesjett! it blows my mind to think that this project was done in 48 hours. I am going to have to give this a try later on in the day. Keep up the fantastic work and I hope to see more of your projects in the future. Have a great day!
Thanks guys! sure I could post some screens, what do you want to see? enemys? HUD? world change system?
I think the most difficult work on this game was the world change system, because the world you are letting behind becomes frozen (enemys doesnt move) till you go there again
Im on game development since UDK 2011 (more or less) but really I didnt code almost nothink there.
Blueprints are awesome if you know atleast the programming bases
LcSweeper, Im sorry about that, the game is not made for controlles right now, we were hiring to finish it in just 48 hours and our judges would play it with keyboard and mouse so we missed the controller configurations.
Well, Im taking a look to the enemy blueprints, but they are quite simple, Im using inheritance to make different enemys
Here are some of Its features, for example the boss laser
Or the boss levitation effect:
The movement on the normal enemys is handled as a normal AI and the node “simple move to”
To handle the traps, minibosses and big bosses, I made some functions on the game BP so it activates them by time/score/conditions
The best problem, as I said was to build the world change system, so Im saving 1 array for each world, keeping in it the current enemys on this world, and then when the player changes the world I set the right values on the enemy properties trought the instances that are in the correct array
About the particle effects, I cant share pics of that cause they were made by another guy, but some of them were based on the content example ones so you can take a look there
Some of the particles in the game are based on the particles that you can find in the content examples. Most of them are simple particles executed in GPU.