Close

Computer Game

About the game

This third person combat adventurer is inspired by God of War. The focus of this game is it's combat and varying enemy types. The player embodies a desktop computer come to life as it embarks on a journey of revenge and proving self-worth. The player encounters different enemies in the form of modern technology and must defeat them while choosing the upgrades to elevate it's own performance. The project was conceptualized and built to learn Unreal Engine and experiment with Enemy AI.

Game Mechanics

  • Movement: Player can move using WASD keys and space bar to jump. Combination of these mechanics are used to enable combat and platforming in the game.
  • Combat: Player has two attacks, a light attack and a spin attack. The player also has a special slam attack. The player is limited in attack rate by a power meter which depletes on the type of attack used. The power bar gradually refills when the player stops attacking. This mechanic was implemented so that the player could min max their ability usage to create an engaging gameplay.
  • Enemies: Two types of enemies are implemented. Phones, which fly to the player and attack the player, and the laptops which move along the ground and attack the player. Each enemy type has their own behaviour tree to determine when to agro the player and attack.
  • Moving Platforms: Horizontal and vertical moving platforms are added to the level to create platforming puzzles in the game.

My Roles and Responsibilities

  • Created the combat system.
  • Implemented Enemy AI.
  • Built prototype level and platforming

Tools and Technologies

  • Game Engine: Unreal Engine 5
  • Programming Languages: C++, Blueprints
  • Tools: GitHub, Blender
  • Project Management: Miro, Discord, Google Docs.

Challenges and Solutions

  • Collider size changes with animations.
    The computer performs a multitude of attacks and thus requires the colliders to change shape and size while also activating and deactivating during the attacks. This was challenging to streamline as we added new attacks to the player character.
  • Nav Mesh and Nav Link setup for ground and flying enemies
    Enemy AI needed to be setup differently to follow the player at different heights for airborne and ground based enemies. Nav mesh, Nav link and behaviour tree setup required thorough understanding and segregation of enemy combat states.

Links and Credits