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Gameplay Programming (UWE)

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Devlog

  • Respawning
    April 10, 2019 by Nebulosz
    re-spawning, a feature that I took heavy inspiration from the halo franchise for. in each level there is a collider beneath the level, and if the player hits this collider (meaning they've fallen off... Continue reading
  • Moving Platform sequences
    April 10, 2019 by Nebulosz
    While I did not create the specific sequences shown in the final version of the game, all of the logic used to control the platforms was my doing. The platforms work by setting a hierarchy of Points,... Continue reading
  • Powerups
    April 10, 2019 by Nebulosz
    part 3. the powerups! both a double jump and a speedboost! The way I implemented these were to copy how the unreal engine handles Multiple jumps, by adding a variable called JumpCount, that is editabl... Continue reading
  • Player Animator
    April 10, 2019 by Nebulosz
    The player animator, in tandem with the player controller makes for a really smooth, fun, feel for the player when controlling the character in game. Systems like strafing animations, different animat... Continue reading
  • Player Controller
    April 10, 2019 by Nebulosz
    Part 1 of my contributions to our Group project, the Player Controller! I am quite proud of this, the player moves based on a velocity change to the rigidbody, while the rotation of the player is trac... Continue reading
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