Slowly, but certainly here comes another Unreal Engine game! First game of Pinball was great with getting my feet wet, so how about a Wave Game?! More opportunities to take my learnings a bit further with this project. Implementing a basic AI, complex game mechanics, animations, and some cool material manipulation. I won’t talk about some of the other stuff I covered with the Pinball game. Plan to keep this fresh with new learnings for this project only. Without further ado, the Wave Game!
Interestingly, the design of the level had a good amount of effort put into it… Weird because the player barely sees it while playing. Only till the player either wins or dies does the player get a view of the level. When the camera ascends from over the player’s head to a position in the sky pointing downwards at the level. Pretty much a necessary effect to make sure the player appreciates the effort!
Something I learned while designing the level was how different a rock can look just by being slightly rotated… Not kidding, I only used one rock model for the whole level! I either shrunk it, made it bigger, or rotated it on the XYZ. Pretty crazy. Learning how to tile a floor together was a pain. Pixels matter. Positioning is everything. Had to tell myself not to stress to much about certain things not aligning perfectly… After all that, I found myself thinking this was some high-tech Minecraft experience.
I guess this would also be a solid place to mention the awesome game logic for handling enemy waves. It actually isn’t incredibly difficult, but worth mentioning. Making all enemy a child of the same parent class, populating an array with the parent class, and finally cycling through the array after wave completion spawning the classes. This was an excellent approach and allowed for quick additional waves.
I was pretty pumped about some of the ways I used materials for this project. From learning about landscape painting with varieties of grass, ferns, and other plants, to utilizing parent materials that take parameters for quick child materials. But! The coolest things, distance material blending!