It’s been awhile since I got my hands dirty using Unreal Engine.
I’ll be using this page to track my new gameplay prototype explorations starting 2025.
Just a disclaimer, these prototypes are not indicative of my design skills. They’re just my random tech explorations.
Throwing Chakram & Breakables:
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- Spawn & Despawn Chakram Entity.
- Chakram Actions:
- Movement Behaviors:
- Hovering Positions.
- Bobbing.
- Spinning.
- Wobbling.
- Gameplay Cameras:
- Default.
- Aim.
- Movement States:
- Default.
- Aim.
- Recall.
- Shoot Logic:
- Charging Logic.
- Projectile Settings.
- Wall Attach & Detach Logic.
- Interaction with Simple Breakable Entities.
- Movement Behaviors:
Exploring Gameplay Cameras Plugin in UE 5.6:
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- Gameplay Cameras & Transitions.
- Default, Default Indoors, Aim Default, and Aim Indoors.
- Default, Default Indoors, Aim Default, and Aim Indoors.
- Simple Indoor Camera Collision Logic.
- Simple Strafing Setup.
Bow Combat Scenario:
- Inspired by Tomb Raider.
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- Character Setup:
- Default, Default Indoors, Aim Default, and Aim Indoors.
- Default, Default Indoors, Aim Default, and Aim Indoors.
- Bow Component:
- Aim:
- Character Aim Animation (Tweaked Paragon Asset).
- Spawn Bow & Arrow in Sockets.
- Spawn UI Reticule (If Enemy Detected, Turn Red).
- Activate Strafing.
- Draw
- Bow Drawing Animation (Created Using Control Rig System).
- UI Drawing Reticule Animation.
- Draw Max. Feedback:
- Bow Emissive Pulse.
- Bow Warp VFX.
- UI Reticule Animation.
- Shoot:
- Spawn Arrow in Camera Facing Direction.
- Shoot Character Animation.
- Projectile Movement (Strength Based on Input Hold Duration).
- Shoot Camera FOV Animation.
- Arrow Trail VFX.
- Shoot SFX.
- Spawn Arrow in Camera Facing Direction.
- Arrow Hit Feedback:
- Hit Actor:
- Bone Physics Hit Flinch (If Enemy).
- Attach to Others (Walls / Floor).
- Damage:
- If Fire Arrow, Apply Fire Damage (DPS).
- If Not, Apply Damage (Value).
- Hit VFX:
- Spawn Fire (If Fire Damage).
- Blood (If Enemy).
- Warp VFX (If Enemy).
- Normal (If Others).
- Set Global Time Dilation (If Death).
- Hit SFX:
- Blood Splurt (if Enemy).
- Normal (if Others).
- Camera Shakes (For Hit & Death).
- Hit Actor:
- Aim:
- Health Component:
- Apply Damage Interface:
- Send Struct Info (Damage Amount, Type, Actor Impulse, etc.)
- Send Struct Info (Damage Amount, Type, Actor Impulse, etc.)
- Apply Damage Interface:
- Status Effect Component:
- Apply Status Effect Interface:
- Burn Actor (Will add more types in the future).
- Burn Actor (Will add more types in the future).
- Apply Status Effect Interface:
- AI Behavior:
- Patrol State – Follow Spline.
- No Path? Apply Waiting Conversation Animations.
- If Hit? Go to Combat State.
- Patrol State – Follow Spline.
- Fire Pole Ingredient:
- Apply Fire on Arrow.
- Apply Fire on Arrow.
- Explosion Barrel Ingredient:
Almost halfway through the year, I feel like I’ve made amazing progress by myself so far.
Exploring a core horror game mechanic:
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- Enable Flashlight.
- Flip for Screenlight.
- Turn off Screenlight.
Continuing to explore Actors, Animations, Camera, and Materials:
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- Cinematic Camera Post Processing Effects.
- Dynamic Depth of Field.
- Small Objects Dither (Bushes).
- Thin Objects Dither (Poles).
- Lock-On Wall Cut Dither.
- Mainly inspired by Ghost of Tsushima Combat Camera.
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- Inspired by the Collectibles in God Hand.
- Item Movement (Spinning, Bobbing, Scale, Object Shake, Multipliers).
- Interaction.
- Health Refill / Gold Refill.
- VFX, Opacity, Audio (Spawn, Distance Based BG), Rumble & Camera Shake.
- Inspired by the Movement System from Resident Evil.
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- Lift Actor Movement Logic.
- Lift Button Actor.
- Proximity Interaction Indicator (Depending on Lift Status).
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- Door Actor Logic.
- Simple Proximity Interaction Indicator.
Getting used to UE 5 basics once again by setting up simple ingredients.