CON-3139 chore(2.5d-adventure) running prettier

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EldritchGriffin 2024-09-19 00:43:46 +01:00
parent 49f57f076e
commit a506561db4
2 changed files with 47 additions and 10 deletions

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@ -15,6 +15,7 @@ You've just embarked on your journey into game development, choosing `Unreal Eng
### Learning Objective
At the end of this project you will have learned:
- Setting up a basic player character (input handling, movement, camera, etc.)
- Basic scripting (`Blueprints` and/or `C++`).
- Collision detection.
@ -28,32 +29,37 @@ At the end of this project you will have learned:
#### General
The use of `event dispatchers` is mandatory throughout the project, any code coupling will be disqualified.
> Tip: look for the observer pattern.
Your game should follow a coherent `theme` of your choice, whether it's a dark fantasy, sci-fi, or something entirely different. Let your imagination guide you.
> Note: the resources section will list some places where you can browse assets.
> Tip: For maximum learning, it is recommended to start this project with a blank Unreal project and implement everything from scratch.
#### Main Menu
The main menu `widget` should:
- Be on a separate `level/map` from the `main game` map.
- Contain two buttons:
- Start game button.
- Exit game button.
- Start game button.
- Exit game button.
#### Player Character
The player `character` should:
- Have a skeletal mesh.
- Move only along two axes: left-right and up-down.
- Have a basic locomotion system with the following animations:
- `Idle`.
- `Walking`.
- `Running`.
- `Jumping`.
- `Falling`.
- `Landing`.
- `Idle`.
- `Walking`.
- `Running`.
- `Jumping`.
- `Falling`.
- `Landing`.
- Transition smoothly between a walking and running animations based on their speed.
<center>
<img src="./resources/locomotion.gif?raw=true" style = "width: 500px !important; height: 350px !important;"/>
@ -64,6 +70,7 @@ The player `character` should:
#### Collectible
The collectible `Actor` should:
- Have a static mesh.
- Rotate around an axis of your choice.
- Have a box collider that acts like a trigger.
@ -76,6 +83,7 @@ The collectible `Actor` should:
#### HUD
The HUD `widget` should:
- Display a value related to the `collectible`.
- Be updated each time a `collectible` is picked up.
<center>
@ -85,6 +93,7 @@ The HUD `widget` should:
#### Enemy
The enemy `character` should:
- Have a skeletal mesh.
- Have at least a walking cycle.
- Have a simple AI that patrols between two set points.
@ -104,13 +113,15 @@ The enemy `character` should:
The game loop consists of a spawn point where the player `starts` and `respawns` when dead.
And an end point that defines the player goal to finish the level.
When the player reaches the end point:
- a menu with options to `restart` or `quit` the game should be displayed.
#### Level design
Your level design shouldn't consist of just a long, empty run to the finish point. However, since creating a level is a creative process, you have the freedom to design it as you see fit. For example, you can include moving platforms or skill-based platforming elements. The choice is yours to provide the player with a fun and challenging experience.
> Tip: look at other games from a similar genre for inspiration.
<img src="./resources/platformer.jpg?raw=true" style="width: 600px; height: 350px;" />
> <img src="./resources/platformer.jpg?raw=true" style="width: 600px; height: 350px;" />
<!-- Expected results video link to be added later when available -->
@ -124,7 +135,7 @@ Your level design shouldn't consist of just a long, empty run to the finish poin
### Submission
- In your repository there should be a zip file of a build of your game for your target platform.
> If it is not possible to upload files to Gitea due to their size, use GitHub instead and have a look at [Git LSF](https://docs.github.com/en/repositories/working-with-files/managing-large-files/about-large-files-on-github)
> If it is not possible to upload files to Gitea due to their size, use GitHub instead and have a look at [Git LSF](https://docs.github.com/en/repositories/working-with-files/managing-large-files/about-large-files-on-github)
### Resources

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@ -9,55 +9,81 @@
#### Main Menu
###### Is the main menu widget on a separate level/map from the main game map?
###### Does the main menu contain a Start game button?
###### Does the main menu contain an Exit game button?
#### Player Character
###### Does the player character have a skeletal mesh?
###### Can the player character move only along two axes: left-right and up-down?
###### Does the player character have a basic locomotion system with all the required animations?
###### Does the player character transition smoothly between walking and running animations based on their speed?
#### Collectible
###### Does the collectible Actor have a static mesh?
###### Does the collectible rotate around an axis?
###### Does the collectible have a box collider that acts as a trigger?
###### Is the collectible collected when the player enters its box trigger?
###### Does the collectible play a sound when collected?
#### HUD
###### Does the HUD widget display a value related to the `collectible`?
###### Is the HUD updated each time a `collectible` is picked up?
###### Is the HUD also updated when picking a `collectible` that spawned from killing an enemy?
#### Enemy
###### Does the enemy character have a skeletal mesh?
###### Does the enemy character have at least a walking cycle?
###### Does the enemy character have a simple AI that patrols between two set points?
###### Does the enemy character kill the player on collision?
###### Is the enemy character killed if the player lands on top of it?
###### Does the enemy character play a sound when killed?
###### Does the enemy character create an instance of a `Collectible` at the place of death?
#### Game loop
###### Is there a spawn point where the player starts?
###### Does the player respawn at the spawn point when dead?
###### Is there an end point that defines the players goal to finish the level?
###### When the player reaches the end point, is a menu displayed with options to restart or quit the game?
#### Level design
###### Does the level design avoid being just a long, empty run to the finish point?
###### Does the level include elements like moving platforms or skill-based platforming challenges?
###### Does the level provide a fun and challenging experience for the player?
#### Bonus
###### +Has a health system been added to both the player character and the enemy character using Components?
###### +Has a simple crouch been added to the player character's locomotion system?
###### +Have additional mechanics been implemented to fit the overall game design?
###### +Has a simple Game Design Document been created that describes the mechanics and outlines the plan for implementing them?