SacrifumbleIn the past few months (februari-june) myself and a team of fellow students used UE4 to make a game called "Sacrifumble". I was one of the 2 programmers working together with 3 artists. Sacrifumble is an asymmetric party platformer set on an ancient Aztec tower where 2-3 players race to the top. One player plays a demon that can activate traps and rotate pieces of the tower to stop the other players in their tracks. If the demon manages to get a minion killed the player that was playing said minion will now be the demon and the prior demon can try to win the game for themselves. I did most of the gameplay interactions (rotating platforms, traps,...) and the general logic like camera movement, menu, end game and restarting. Also the polish like camera shakes and UI. Lastly together with my fellow programmer we made the system that dynamically switches player controllers among the different characters. This was my very first project in UE4 so there was a lot of learning to do from the get go. Luckily the people I worked with were ready to help out one another at a moments notice. We had regular meetups to talk about the game and make sure we were on schedule with all our work. In the end we were very happy with the result. You can download the game here! Team:
Programmer: -Florian Gaeremynck (me) -Robin Strubbe (programmer/tech-artist) Artists: -Paulien Casteleyn (animator) -Maximiliaan Maene (environment art) -Yannick Meyers (character art)
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One semester of UE4Taking a look back on this semester in UE4 experience. Everything started in full on panic when I had to learn the engine fast to keep up with the artist for group projects since the programmers had no prior knowledge of it. But apart from "Sacrifumble" I had two other projects in UE4 namely "Broom wars" for the school game jam and a small puzzle prototype I had to make for one of my exams. Sacrifumble I noticed my skills with the engine significantly improving over the course of the semester. I'd love to one day go back to Sacrifumble to rewrite the core which was written with very little experience and as a result it's messy and has some bugs. I think that game has some decent potential for a fun party game. I learned the ins and outs of the engine, worked together with teams of artists to forge our ideas in to reality and I am having tons of fun with the blueprint system. Its super readable and very impressive. That said though I am currently starting to look in to and experiment around with C++ scripting along side it. Nowhere but up from here. Puzzle game prototype
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AuthorFlorian Gaeremynck Archive
June 2019
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