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Final project for the Game Development specialization of Open Education in Computer Science from Open Source Society University.


Topics Covered

  • Character Creation and Movement

  • Input for PC and Console Controllers

  • Extensive Use of Animation Blueprints

    • Anim Instances and their C++ parents
    • 1D and 2D Blendspaces
    • Strafing, Turn-in-Place, Aim Offsets
    • Inverse Kinematics and Animation Curves
    • Character lean while running
    • Crouching (with dynamic capsule resizing)
    • Turn hips while running
  • Weapon Handling and Animations

    • Weapon fire with recoil animations
    • Reloading
    • Weapon blast and impact particles
    • Weapon beam particles (smoke trails)
    • Bullet shell eject particles
    • Sound effects
    • Blending animations per bone, by bool, and by enum
    • Attach and equip different weapons (pistols, SMGs, assault rifles)
    • Automatic and semi-automatic gunfire
    • Move gun parts (clip/magazine, pistol slide) during animations
    • Camera zoom while aiming
  • Dynamic Crosshairs

    • Spread in reaction to:
      • Character speed
      • Weapon fire
      • Aiming
      • Jumping
    • Different crosshairs per weapon
  • HUD and Widgets

    • Widget components showing:
      • Item names, types, ammo counts, rarity
      • HUD animations
    • Full item inventory system
  • Data Management

    • Data tables in Blueprints and C++
    • Curves to control:
      • Item movement during pickup
      • Color and brightness pulse for material effects
    • Numerous gameplay algorithms
    • Data structures including: structs, enums, arrays, maps, and more
  • Material and Visual Effects

    • Material creation:
      • Post-process materials
      • Dynamic material instances
      • Setting material properties from C++
      • Driving material properties with curves
      • Material functions
      • Blending materials together
    • Outline effects, Glow/Pulse effects
  • Animations and Retargeting

    • Retargeting animations and whole Animation Blueprints
    • Animation Montages
    • Anim Notifies for sounds, weapon trails, and custom events
    • Sync markers for footsteps and sync groups
  • Assets Provided in the Course

    • Sounds, textures, particle effects, meshes
    • Delegates, interfaces
    • Dynamic footsteps depending on surface type
    • Physical materials and surface types
    • Niagara particle systems
    • Line traces
  • Enemy AI

    • Behavior Trees and Blackboard Components
    • Multiple enemy types with varying health, damage, size, and speed
    • Headshot damage with:
      • Higher damage for headshots
      • Animated number widgets for bullet hits
      • Different colored numbers for headshots
    • Character and enemy health bars
    • Enemy patrol, agro, chase, and attack player
    • Death mechanics and stun mechanics
    • Melee attacks with weapon trails
    • Explosives causing damage and death
  • Level Prototyping and Development

    • Creating full levels from prototypes using professional assets
    • Light baking
    • Post-process effects

Log

(See /log)


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