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CON-3139 chore(2.5d-adventure) running prettier
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@ -15,6 +15,7 @@ You've just embarked on your journey into game development, choosing `Unreal Eng
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### Learning Objective
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### Learning Objective
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At the end of this project you will have learned:
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At the end of this project you will have learned:
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- Setting up a basic player character (input handling, movement, camera, etc.)
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- Setting up a basic player character (input handling, movement, camera, etc.)
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- Basic scripting (`Blueprints` and/or `C++`).
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- Basic scripting (`Blueprints` and/or `C++`).
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- Collision detection.
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- Collision detection.
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@ -28,32 +29,37 @@ At the end of this project you will have learned:
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#### General
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#### General
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The use of `event dispatchers` is mandatory throughout the project, any code coupling will be disqualified.
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The use of `event dispatchers` is mandatory throughout the project, any code coupling will be disqualified.
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> Tip: look for the observer pattern.
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> Tip: look for the observer pattern.
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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.
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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.
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> Note: the resources section will list some places where you can browse assets.
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> Note: the resources section will list some places where you can browse assets.
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> Tip: For maximum learning, it is recommended to start this project with a blank Unreal project and implement everything from scratch.
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> Tip: For maximum learning, it is recommended to start this project with a blank Unreal project and implement everything from scratch.
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#### Main Menu
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#### Main Menu
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The main menu `widget` should:
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The main menu `widget` should:
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- Be on a separate `level/map` from the `main game` map.
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- Be on a separate `level/map` from the `main game` map.
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- Contain two buttons:
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- Contain two buttons:
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- Start game button.
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- Start game button.
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- Exit game button.
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- Exit game button.
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#### Player Character
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#### Player Character
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The player `character` should:
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The player `character` should:
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- Have a skeletal mesh.
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- Have a skeletal mesh.
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- Move only along two axes: left-right and up-down.
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- Move only along two axes: left-right and up-down.
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- Have a basic locomotion system with the following animations:
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- Have a basic locomotion system with the following animations:
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- `Idle`.
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- `Idle`.
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- `Walking`.
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- `Walking`.
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- `Running`.
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- `Running`.
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- `Jumping`.
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- `Jumping`.
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- `Falling`.
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- `Falling`.
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- `Landing`.
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- `Landing`.
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- Transition smoothly between a walking and running animations based on their speed.
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- Transition smoothly between a walking and running animations based on their speed.
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<center>
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<center>
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<img src="./resources/locomotion.gif?raw=true" style = "width: 500px !important; height: 350px !important;"/>
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<img src="./resources/locomotion.gif?raw=true" style = "width: 500px !important; height: 350px !important;"/>
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@ -64,6 +70,7 @@ The player `character` should:
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#### Collectible
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#### Collectible
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The collectible `Actor` should:
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The collectible `Actor` should:
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- Have a static mesh.
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- Have a static mesh.
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- Rotate around an axis of your choice.
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- Rotate around an axis of your choice.
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- Have a box collider that acts like a trigger.
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- Have a box collider that acts like a trigger.
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@ -76,6 +83,7 @@ The collectible `Actor` should:
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#### HUD
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#### HUD
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The HUD `widget` should:
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The HUD `widget` should:
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- Display a value related to the `collectible`.
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- Display a value related to the `collectible`.
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- Be updated each time a `collectible` is picked up.
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- Be updated each time a `collectible` is picked up.
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<center>
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<center>
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@ -85,6 +93,7 @@ The HUD `widget` should:
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#### Enemy
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#### Enemy
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The enemy `character` should:
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The enemy `character` should:
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- Have a skeletal mesh.
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- Have a skeletal mesh.
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- Have at least a walking cycle.
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- Have at least a walking cycle.
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- Have a simple AI that patrols between two set points.
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- Have a simple AI that patrols between two set points.
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@ -104,13 +113,15 @@ The enemy `character` should:
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The game loop consists of a spawn point where the player `starts` and `respawns` when dead.
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The game loop consists of a spawn point where the player `starts` and `respawns` when dead.
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And an end point that defines the player goal to finish the level.
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And an end point that defines the player goal to finish the level.
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When the player reaches the end point:
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When the player reaches the end point:
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- a menu with options to `restart` or `quit` the game should be displayed.
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- a menu with options to `restart` or `quit` the game should be displayed.
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#### Level design
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#### Level design
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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.
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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.
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> Tip: look at other games from a similar genre for inspiration.
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> Tip: look at other games from a similar genre for inspiration.
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<img src="./resources/platformer.jpg?raw=true" style="width: 600px; height: 350px;" />
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> <img src="./resources/platformer.jpg?raw=true" style="width: 600px; height: 350px;" />
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<!-- Expected results video link to be added later when available -->
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<!-- Expected results video link to be added later when available -->
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@ -124,7 +135,7 @@ Your level design shouldn't consist of just a long, empty run to the finish poin
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### Submission
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### Submission
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- In your repository there should be a zip file of a build of your game for your target platform.
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- In your repository there should be a zip file of a build of your game for your target platform.
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> 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)
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> 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)
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### Resources
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### Resources
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@ -9,55 +9,81 @@
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#### Main Menu
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#### Main Menu
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###### Is the main menu widget on a separate level/map from the main game map?
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###### Is the main menu widget on a separate level/map from the main game map?
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###### Does the main menu contain a Start game button?
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###### Does the main menu contain a Start game button?
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###### Does the main menu contain an Exit game button?
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###### Does the main menu contain an Exit game button?
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#### Player Character
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#### Player Character
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###### Does the player character have a skeletal mesh?
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###### Does the player character have a skeletal mesh?
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###### Can the player character move only along two axes: left-right and up-down?
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###### Can the player character move only along two axes: left-right and up-down?
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###### Does the player character have a basic locomotion system with all the required animations?
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###### Does the player character have a basic locomotion system with all the required animations?
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###### Does the player character transition smoothly between walking and running animations based on their speed?
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###### Does the player character transition smoothly between walking and running animations based on their speed?
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#### Collectible
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#### Collectible
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###### Does the collectible Actor have a static mesh?
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###### Does the collectible Actor have a static mesh?
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###### Does the collectible rotate around an axis?
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###### Does the collectible rotate around an axis?
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###### Does the collectible have a box collider that acts as a trigger?
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###### Does the collectible have a box collider that acts as a trigger?
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###### Is the collectible collected when the player enters its box trigger?
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###### Is the collectible collected when the player enters its box trigger?
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###### Does the collectible play a sound when collected?
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###### Does the collectible play a sound when collected?
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#### HUD
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#### HUD
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###### Does the HUD widget display a value related to the `collectible`?
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###### Does the HUD widget display a value related to the `collectible`?
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###### Is the HUD updated each time a `collectible` is picked up?
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###### Is the HUD updated each time a `collectible` is picked up?
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###### Is the HUD also updated when picking a `collectible` that spawned from killing an enemy?
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###### Is the HUD also updated when picking a `collectible` that spawned from killing an enemy?
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#### Enemy
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#### Enemy
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###### Does the enemy character have a skeletal mesh?
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###### Does the enemy character have a skeletal mesh?
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###### Does the enemy character have at least a walking cycle?
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###### Does the enemy character have at least a walking cycle?
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###### Does the enemy character have a simple AI that patrols between two set points?
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###### Does the enemy character have a simple AI that patrols between two set points?
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###### Does the enemy character kill the player on collision?
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###### Does the enemy character kill the player on collision?
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###### Is the enemy character killed if the player lands on top of it?
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###### Is the enemy character killed if the player lands on top of it?
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###### Does the enemy character play a sound when killed?
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###### Does the enemy character play a sound when killed?
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###### Does the enemy character create an instance of a `Collectible` at the place of death?
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###### Does the enemy character create an instance of a `Collectible` at the place of death?
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#### Game loop
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#### Game loop
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###### Is there a spawn point where the player starts?
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###### Is there a spawn point where the player starts?
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###### Does the player respawn at the spawn point when dead?
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###### Does the player respawn at the spawn point when dead?
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###### Is there an end point that defines the player’s goal to finish the level?
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###### Is there an end point that defines the player’s goal to finish the level?
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###### When the player reaches the end point, is a menu displayed with options to restart or quit the game?
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###### When the player reaches the end point, is a menu displayed with options to restart or quit the game?
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#### Level design
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#### Level design
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###### Does the level design avoid being just a long, empty run to the finish point?
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###### Does the level design avoid being just a long, empty run to the finish point?
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###### Does the level include elements like moving platforms or skill-based platforming challenges?
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###### Does the level include elements like moving platforms or skill-based platforming challenges?
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###### Does the level provide a fun and challenging experience for the player?
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###### Does the level provide a fun and challenging experience for the player?
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#### Bonus
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#### Bonus
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###### +Has a health system been added to both the player character and the enemy character using Components?
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###### +Has a health system been added to both the player character and the enemy character using Components?
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###### +Has a simple crouch been added to the player character's locomotion system?
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###### +Has a simple crouch been added to the player character's locomotion system?
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###### +Have additional mechanics been implemented to fit the overall game design?
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###### +Have additional mechanics been implemented to fit the overall game design?
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###### +Has a simple Game Design Document been created that describes the mechanics and outlines the plan for implementing them?
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###### +Has a simple Game Design Document been created that describes the mechanics and outlines the plan for implementing them?
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