Skip to content

Xorboo/UnrealBomber

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

21 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

UnrealBomber

Bomberman demo on Unreal Engine 4 (version 4.16.3). Playable version here (with broken texture on floor plane for some reason).

To the reviewer

Completed Tasks

  • Basic bomberman-like gameplay. Fair explosions, allowing bombs chaining, everything is exactly like in the original, except for player movement.
  • Basic pickups: speed, bombs, bombs range
  • Death with auto-respawn
  • Random level generation
  • Sounds
  • Blasts effects

Not Completed Tasks

  • Local Co-Op
  • Remote-Controlled Bombs
  • No timer, no draw conditions
  • No UI
  • No score
  • No AI

Reasons and stuff

Not that it matters, but still... As I mentioned previously - I don't really have a lot of experience in UE4 because I was working on Unity for the past few years. Basically I was learning the engine while developing the demo, and a lot of time were spent on reading documentation and fixing dumb mistakes. There are no actual technical difficulties for me to complete the tasks, but I've already spent ~10-15 hours on the assignment, and it said "You should not spend more than 15 hours on the test", so I didn't. Well, I don't yet know how to make 2 player controls, because most of the solutions I found on the web look way too hack'ish to be the right ones.

Naming conventions are kinda weird in the assignment. I was jumping between conventions from the official tutorials and from the code I used to write on Unity.

Ownership

  • All the code and blueprints were made by me (player movement controller were inspired by standart demo).
  • All other assets (textures, models, sounds) were either included with the initial project or downloaded from the web.

TODO

Things to fix

  • Add a proper Player Controller so it would be separate form the Pawn class
  • Separate GameMode from Match logic into different scripts
  • No out of bounds check for bombs and pickups - it shouldn't ever happen right now, but it is one simple function that will save form the crashes
  • I little bit of hardcode here and there, sorry

Things to add

  • Local multiplayer
  • Extra pickups
  • Core round logic - timers, death, etc
  • UI
  • AI (from simple random-like to complex hunter-like)

Probably should do it after i dive a bit into some other examples to get more information about best practices.

Playing

Controls

WASD + Space

Pickups

  • Blue: extra speed
  • Green: +1 extra bomb
  • Red: +1 blast radius

Points of interest

  • UnrealBomberGameModeBase c++ class: all the core logic - explosions, generation, game state "managing"
  • BP_PlayerPawn blueprint: player controls
  • BP_PickupX blueprints: simple pickup logic
  • BP_Bomb blueprint: simple bomb logic
  • BP_WallDestroyable blueprint: destroyable wall logic - spawning pickups

About

Bomberman demo on Unreal Engine 4

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published