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My Personal Side Project - Kinetic

  • Writer: Jared Greiner
    Jared Greiner
  • Feb 1, 2021
  • 2 min read

Updated: Feb 8, 2021


I've been working on a third person shooter project in Unreal in my spare time to sharpen up a bunch of skills. Its a solo project where I am sourcing most of the art and writing all of the logic. Its been fun! Lots of stuff is functional but not balanced at this point.


I'm using about ~90% Blueprints for the project so far with that other 10% in C++ to expose some additional events and variables to Blueprint--mainly around the Gameplay Ability System plugin. I'm particularly proud of a neat trick I figured out to pass tags that cause abilities to fail out to a Blueprint event. This allows triggering fallback events like a melee attack when your weapon is holstered or just feedback like you can't heal because you are out of med packs. I have several features working: -6 weapons with 20+ stats pulled from an excel sheet to a data table and applied to GAS abilities -Health & shields for the player and enemies -ADS, reloading, switching weapons -Picking up weapons, ammo, health, and shields -Crouching, sprinting, and jumping with impacts on fire spread -Recoil and aim waiver -Damage indicators and feedback that change state if your shields or health was damaged I have lots of ambitious ideas of where to go next. When showing this clip to some game designer friends, they have pointed out that it seems difficult to avoid taking damage from the enemies. Definitely true. When I recorded this there was a bug preventing recoil and fire spread from applying to enemies so they could just hit you like lasers when they decided they wanted to. I've got that fixed and am working on making them fire in bursts rather then always emptying their whole clip. Then I need to build a ticketing system so they take turns firing rather then all going for it at once. I'll post an update once I have that and maybe grenades working!

 
 
 

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