PURGED
- Solo Project
- Unreal Engine 4 (4.26.2) - C++ and Unreal Blueprint
- Project Length: 2 Years (May 2022 - June 2024)
Explore an abandoned base, now occupied by crazed fanatics attempting to protect something dangerous below the surface. Based on Old-School shooters, find the exit while defeating enemies, finding secret caches, and collecting treasure along the way.
Programming
- The Player class manages player input, moving around the level, and interacting with objects. A Player has an Inventory structure that stores and manages all the player’s items.
- All Weapon stats are stored and referenced from a Data Table. Each weapon’s stats can be modified including damage, accuracy, fire rate, and the bullets fired per shot.
- The Enemy class uses Behaviour Trees to manage logic regarding patrolling, chasing, and attacking targets. Data Assets store enemy stats and can be modified to create unique enemy types.
- Multiple Data classes help keep track of enemies killed, secrets found, and treasures collected.
- The Player HUD and all game menus are programmed using Widgets. The game’s settings menu utilizes Widget Templates for its buttons.
- A Basic Save system stores custom settings and the Player’s Inventory between levels. Progress since the last completed level can be loaded between game sessions.
Art/Animation
- Created all sprites for enemies, items, icons, and some textures.
- All enemies and weapons were animated by hand or using Unreal Engine’s Timeline.
- Textures from online sources were modified to be used in the game’s world.
Other
- Programming was first created with Blueprint for fast prototyping and iteration, then recreated with C++. Afterwards, a mixture of Blueprint and C++ is used depending on the task.
- Source Control (using GitHub) is used to both manage progress and to revert changes.
- Sound Effects are recorded by myself or taken from online sources. The effects are created or modified using Audacity.
Screenshots
Older Versions
PURGED has gone through numerous iterations as I learn more and more about Unreal Engine and the kind of game I wanted PURGED to be. I’ve included the old content below for completeness.
Version 2022
Version 2023