SysEval: Iteration Protocol

Project Duration: 1.5 Months

Introduction:

  • Collaborated with fellow designers to rapidly create a kart racing game for the GMTK Game Jam

  • Following the four day jam the team spent time polishing mechanics and adding more courses.

My Role:

  • Game Designer

  • Level Designer

  • Voice Actor

Key Contributions:

  • Player Item Pickup System

  • Five Player Powerups

  • Level Design (Offroad, and Crisscross)

Unreal Engine 5

C++

Playthrough of Offroad Level

Tools Used:

Unreal Engine Blueprints

GIT

In Further Detail

  • Player Pickup System:

    • The best kart racers offer players pickup as they help guide the player to make decisions about how they move through a given course and add to the excitement.

    • Pickups were brought in via one parent that handled the functions for adding a powerup to the player, removing unused powerups from the player, and removing itself from the world.

    • Pickups would also be given designated spawning locations that would listen for when the player completed a lap then replace the pickups at those locations.

      • This system was also reused by other designers to create track obstacles that could listen for when players hit certain lap requirements.

  • Powerups:

    • Powerups were given to the player via pickups and allowed them to directly have control over how the course would affect themselves and AI drivers.

    • Stopwatch:

      • The Stopwatch ability acted as a time slow which allowed players the ability to maintain their speed but gain way more control over their vehicle.

      • This ability allows players of all skill levels the ability to make the risky maneuvers that speed you up, but with less of a risk of crashing.

    • Speed Boost:

      • The boost allowed players to choose a moment to rapidly accelerate their car for a brief period.

      • This could be used to allow them to do things like further their lap lead, clear an obstacle just in time, or go into a jump furthering their distance.

    • Molecular Shift

      • For a brief period of time players are able to move through the Ghost racers

      • As each lap adds more ghost racers this ability becomes invaluable as the track gets tighter to maneuver around and collisions more prevalent

    • Remote Hack

      • Upon activation Ghost racers would take in a random input knocking them off their course.

      • This ability gives players the option to knock the Ghosts out of their way without losing speed ramming them.

My Biggest Challenge:

Setting up the pickups and powerups through C++

  • I have primarily worked with just blueprint so implementing these systems through Unreal Engines version of C++ was quite the learning experience.

  • After reading through more of the documentation and collaborating with another member of the team I was able to get a good grasp on it and implement the majority of the aforementioned features on my own.

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