A downloadable game

Unreal Engine 4 - C++ - GLADIATOR

ISART DIGITAL : School Project - GP2 - Lancelot Maréchal - Lancelot Bernard-Lepine

Before playing check the controls in the ReadMe (there is no way to see them in-game)

Table of Contents

  1. About the project
    • Build
  2. Getting
    • Prerequisites
    • Installation
    • How to launch
  3. Features & usage
    • Controls
    • Features
  4. Details
    • Assets
    • Versioning
    • Author

About The Project

The project is a brawler made with Unreal Engine 4. The main goal was to familiarize ourselves with the Engine and the C++ system and the communication between C++ and Blueprints.

Built with

Unreal Engine / Visual studio

Prerequisites

If you want to open the project in Unreal Engine:

The project was made with Unreal Engine version 4.26.2 (it's better to open with the same version)

If you have the compiled version:

You can skip to How to launch!

Installation

Once the project is open in UE, you can either run it in the Engine or Packages the project

How to launch

Execute: Octogone.exe in the same folder as this ReadMe

Features & Usage

The goal of the game is to kill all enemies in the arena.

Controls

The controls are made for QWERTY so, switch your keyboard to QWERTY The player controls are:

  • W - Forward
  • S - Backward
  • A - Left
  • D - Right
  • Left click - attack
  • Right click - block
  • Left Ctrl - Lock/Unlock enemy
  • Left Shift - Possess locked enemy (Go to Swap section in the Features for more details)
  • Q/E - When locked, lock another enemy randomly
  • ESCAPE or P - Pause game

To navigate in menus use your mouse.

Features

Gameplay features

Enemies - There are 8 of them by default, each has 3 lives. They will gather around the player and try to stay at a safe distance. So they will move backward or forward if the player is getting too close or too far from them. Once every few seconds, a random enemy (sometimes two) will come forth to try and attack the player. They will walk sideway if they don't have a direct vision of the player or if they are back to a wall to avoid being blocked in a disadvantageous position. (Behaviour managed with a Behaviour Tree and an AI controller)

Player - The player has 5 lives by default. The character is controlled using the control keys and the mouse (for the camera). The character will automatically turn in the direction he is walking. Like the enemies, the player can attack (Left click) but they can also block incoming attacks with their shield (Right-click)

The player and the enemies use the same c++ script (Dwarf.cpp) and the same Blueprint (ThirdPersonCharacter). The difference between them is the values set for each one (life, move speed, controller) that can be changed in the map editor.

Enemy Locker - When the player looks at an enemy, this enemy gets a white outline. If the player press Left Ctrl, the outlined enemy will be locked, the camera will always follow it and the character will look at it. The outline becomes red. (Done with a SphereTrace from the player in the direction the camera is looking)

Swap - When an enemy is locked, the player can possess his body, and the enemy will possess the player's body in return, this means that the player will only have 3 lives or less and the enemy can have up to 5. So this power should only be used when the player has low life.

Menus:

  • Pause menu (Resume the current game, return to the main menu to start a new game, or quit the game)
  • Game Over and Win menu (Return to the main menu or quit the game)

HUD: The HUD only shows when the game is not paused. It displays the player's health in a form of a green progress bar. The color slowly turns to red when the player loses a life.

Other features

Day/night cycle - Time will slowly pass as the battle goes on. The ambient music will change during the night.

Sounds - When the dwarfs are attacking some sounds of steel and roar will occur. When they walk a different sound is emitted depending on the floor they are walking on.

Particles - When the dwarfs are hit, some blood particles will spawn as feedback. When they die, some blood will spray on the floor around them. There are also particles produced by the footsteps.

Details

Assets:

The outline materials are from: http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/

The dwarfs' assets as well as the sounds and the arena were given by the school.

The blood particle system is inspired by: https://www.youtube.com/watch?v=kLeKe2SHu78

The day-night cycle by: https://www.youtube.com/watch?v=4Kb4UxEleeo

Versioning

We used Git Lab and Git LFS for the versioning.

Author

Lancelot Maréchal

Lancelot Bernard-Lepine

Download

Download
Build.zip

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