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"Blast It" - Project Bomb Test

Bomberman Remake test in Unreal Engine 4.18

This is simple remake of BomberMan in Unreal Engine 4.18

Code docs at:

https://glenwrhodes.github.io/BombProjectTest/

Getting started

  • Download the repo, and load in Unreal Engine. This has been developed with 4.18.2, Preview 4
  • Launch the editor and compile the C++ code
  • Start the game with Play, from the MENU scene (GameLevel/Menu)
  • Enjoy!

Features

  • Procedurally generated map - Automatically generates a bomberman-style map, using different 'tiles' - grass, unbreakable and breakable pieces. Procedural map also regenerates the navigation mesh for future AI.
  • Local 2 players - just spheres for now. Overriding the Player viewport client class required to make 2 players use the same keyboard. As outlined here: https://wiki.unrealengine.com/Local_Multiplayer_Tips
  • Left player WSAD and Left-Shift for bomb. Right player Arrow keys, and Right shift for bomb.
  • Bombs planted explode left / right and up / down only, according to a range which can be powered up with pickups.
  • Powerups - Extra bomb, increase explosion range, increase player speed, remote controlled bombs.
  • Remote controlled bombs are triggered with the same key that is used to plant them. This effect lasts 10 seconds.
  • Smart camera that pans and zooms to keep all relevant items on screen - players, powerups and bombs.
  • Simple AI that follows you and tries to bomb you, runs away, and goes after pickups as they appear.
  • Powerups are driven by simple blueprints, making it easy for a game designer to create other powerups that hook into exposed properties without needing to write any C++.

Third Party Assets:

Future improvements / changes

  • Don't use GetAllActorsOfClass in the smart camera. Keep a record of bombs, players and powerups via the Game Mode.
  • More sound effects.
  • Music.
  • Better user interface.
  • Network support for multiplayer online.
  • Player graphics - replace spheres with characters.
  • AI - smarter enemy player.
  • More powerup types.
  • Patrolling monsters.

Notes

  • Some of the C++ aspects might be better served in Blueprints, and vice versa.
  • Total development time, approximately 14.5 hours.
  • AI is strictly blueprints. With more time, it would be made into a combination of C++ and Behaviour Trees / Blackboards.

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