Below Under
|
Below Under was a five week long, team based project. The goal of this was to create a procedurally based game. In this case, our team chose to create a procedural dungeon. The cave assets were created by a teammate. Another teammate created the enemy AI and attacks. Enemy Models - Music Unreal Engine: 4.26
|
This is the overview for the dungeon parent blueprint. This one blueprint controls the whole spawning process for the level based on the game instance. It will always spawn a safe start room, and the final room containing either a boss or a treasure.
The blueprint within the red comment box was created by a teammate.
The blueprint within the red comment box was created by a teammate.
This is the blueprinting added to the third person character. Unreal Engine's default character blueprints are not shown.
This is the overview of the dragon's blueprinting. Only the blueprints within the comment boxes are ones I worked on. The rest of the enemy, including putting together the animations and AI was done by a teammate.
This is the title screen blueprinting.
I did not work on the enemy behaviors, except to add health and a die state to them.
The game instance controls the audio, and allows it to continue to play between levels.
The ranged attack is used by the player, the ranged enemy, and the dragon. This ensures that the spawned fireballs does not damage that actor that spawned it as well.
This is the win state. Upon getting the treasure, the player has beaten the dungeon.
This is the floor number UI. The floor number directly correlates to the game instance.