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OGordoo 3 years ago
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  1. 2
      subjects/armyofone/README.md
  2. 2
      subjects/firingrange/README.md
  3. 83
      subjects/jumpo/README.md
  4. 77
      subjects/jumpo/audit/README.md
  5. 2
      subjects/mousevr/README.md
  6. 81
      subjects/stealth-boom/README.md
  7. 67
      subjects/stealth-boom/audit/README.md
  8. 44
      subjects/the-pages/README.md
  9. 55
      subjects/the-pages/audit/README.md
  10. 2
      subjects/vehiclephysics/README.md
  11. 5
      subjects/widgetfactory/README.md
  12. 2
      subjects/zombieai/README.md

2
subjects/armyofone/README.md

@ -36,3 +36,5 @@ After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Eng
When finished, your project should look like the [“Expected Result” video](https://youtu.be/sebi5icA1MM).
> Do not forget to zip up the project compile and save everything for peer correction.
[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.

2
subjects/firingrange/README.md

@ -34,3 +34,5 @@ Here are some ideas for improving the game:
- Targets with different speeds.
- Textures on the walls and ground.
- Adding obstacles in front of the targets.
[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.

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subjects/jumpo/README.md

@ -0,0 +1,83 @@
## jumpo
In this project, you will have to create a 2D sidescroller game. You will be using for the first time an external SDK to compile your game: the Android SDK Tool for Unreal Engine, that allows you to create a [.apk file](https://fileinfo.com/extension/apk) that can be installed and played on any Android devices.
### Objectives
In this game for Android the player will control a character in a similar game to Google Chrome Running Dinosaur but with coins or gems. So the game will have buttons on screen and that will be bound to character actions like jumping, ducking, etc... Another goal of this project is the sprite and [flipbook](https://docs.unrealengine.com/en-US/AnimatingObjects/Paper2D/Flipbooks/index.html) creation that is used to animate 2D art.
The basic assets you will need for this project can be found in the ["Jumpo.zip"](https://assets.01-edu.org/Unreal-Engine-Projects/Jumpo/Jumpo.zip) file.
### Instructions
The following are the requirements for this project:
- This game should have a main menu that must have a:
- Start button, that loads the game.
- Stats button, that shows you how many coins you’ve collected overall, how many times you died, number of games and highest score. You can add more information if you want to.
- Leaderboard button, that shows the 5 highest scores ever made.
- Credits button, that shows the names of the developers that worked on the project.
- Character button, that shows the locked and unlocked characters.
- Quit button, that closes the app.
#### Map
These are the requirements regarding the game map:
- Create a 2D map with obstacles that the player has to dodge by jumping or ducking.
- No 3D objects are allowed in any scene of the game.
- The game is meant to be played in landscape mode.
#### Character and Gameplay
For the character these are the requisites:
- You are free to choose what character you want to use in your game. You can use the resource ones or you can check [this website](https://www.spriters-resource.com/) for more characters and sprites.
- The character should be "running" from left to right, so the character must be headed right.
- The character should actually be static in relation to the background and only the background is moving from right to left, giving the illusion that the character is the one moving.
- Once a part of the background is out of sight it gets destroyed or moved to the right.
- If the character does not die, the map should be infinite.
- Each action (running, jumping, ducking and dying) should play a different animation (a different flipbook).
- Use the .png or .tga files to extract and create a flipbook.
- While running, obstacles should appear on the character path.
- The character can either jump or roll under obstacles to survive.
- When the character hits an obstacle, it dies and the die flipbook animation gets played.
- When the character dies, a score screen is displayed and the player needs to enter 3 characters to save his score in the Leaderboard (a sort of nickname).
- The more time the character survives, the more points he earns.
- The character can collect coins/gems to load an invincibility bar.
- The number of coins collected during that run should appear on the screen as well as the progress of the invincibility bar.
- Once the invincibility bar is loaded up, the player can press it and the character becomes invincible for a short period of time.
- When the invincibility bar gets emptied, the character comes back to normal.
- The jump and roll button should be accessible using thumbs when holding the phone (in the lower corners).
- During the game, the highest ever score should appear on the top middle of the screen and the current score right below it.
- A pause button should appear somewhere on the screen but should not disturb the player experience. Top right is a good place for it.
- When the player presses the pause button or when the character dies, three buttons should appear:
- Retry -> Restarts the game and all progress is lost if the game is in pause.
- Menu -> Goes back to the main menu and all progress is lost if the game is in pause.
- Quit -> Quits the entire app.
#### Other Game Features
In addition to the requirements of the map and the character, these are other aspects that need to be taken into account:
- When closing the app and launching it again, all the player data should remain as he leaved before.
On the main menu:
- On the "Character" tab, the player sees grayed-out characters. These are the locked characters.
- This characters can be unlocked by spending coins/gems collected.
- When first opening the game, there should be only one character unlocked.
- When a player dies, the Leaderboard should be updated accordingly to the score the player just made if it is on the 5 best score ever.
- Also the Stats should be updated after every game, whether it is or it is not one of the best 5 scores ever.
- On the Leaderbord and on the Stats tabs, a button to reset all the stats should be available.
#### Android
In order to complete this project you are going to need to run your game in Android devices. For that you will need to install an Android SDK. Here is the Unreal Engine [documentation](https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/index.html) for that and a [video](https://www.youtube.com/watch?v=q-mAEnqZb0M) that could also help you.
- You could use your own android device or you could use an emulator to install the app on it and run the app to confirm that everything is working properly on Android devices.
### Hints
If you want a good example of how a 2D game is created you can try the [Tappy Chicken](https://assets.01-edu.org/Unreal-Engine-Projects/Jumpo/TappyChicken.zip) game provided. Or you can create an empty project and choose "2D Sidescroller Game" template which contains a lot of info that will be helpful for this project.

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subjects/jumpo/audit/README.md

@ -0,0 +1,77 @@
#### Functional
###### A main menu is displayed at the game startup, displaying 5 options?
###### Does the Credits button shows you the names of the developers that worked on the project?
###### Does the Quit button makes the player quit the game?
###### Does the Start button on the main menu starts a new game?
###### Does the Character button shows you the unlockable characters and the price to unlock them?
###### Does the Leaderboard button shows the 5 best scores?
###### Does the Stats button shows the games stats (amount of coins you’ve collected overall, how many times you died, number of games and highest score)?
###### Does the maps contain obstacles that the player has to dodge?
###### Can you confirm that there is no 3D objects in the game?
###### Is the game meant to be played in landscape mode?
###### Is the player heading right?
###### Is actually the background moving from right to left, giving the illusion that the player is the one moving?
###### Is the map infinite if the character does not hit anything?
###### Does each action (running, jumping, ducking and dying) play a different flipbook?
###### When the character hits an obstacle does he dies?
###### When the character dies does a score screen gets displayed and the player needs to enter 3 characters to save his score in the Leaderboard?
###### If the score of the player is one of the best 5 scores ever, does the Leaderboard gets updated?
###### Can the character collect coins/gems?
###### Does the invincibility bar fills up when collecting coins/gems?
###### Does the character becomes invincible for a little while once the player touches the invincibility bar?
###### When the invincibility bar gets emptied does the character comes back to normal?
###### Are the jump and duck/roll button accessible using thumbs when holding the phone?
###### Can the character jump and duck/roll when touching the buttons?
###### Are the highest score and current score displayed on the top middle of the screen while playing?
###### Is the current score being updated as you play?
###### Is a pause button available to the player?
###### Does the Retry button on the pause menu starts a new game, losing the previous progress made?
###### Does the Menu button on the pause menu takes the player to the main menu, losing the previous progress made?
###### When pressing the pause button, the game stop on the background and the retry, menu and quit button appear on screen?
###### Does the Quit button on the pause menu, quits the entire app?
###### When quitting the app and turning back, does the Stats and Leaderboard menu still contains data?
###### If in the Leaderboard or Stats menu you press the reset button, is all data reset to 0?
###### Is the apk is built using the latest Android SDK version?
#### Bonus
###### Can the player buy an extra life before the start of the game using coins/gems?
###### Are different sprites being used from the ones provided?
###### Are there different map backgrounds?
###### Can the coins/gems be used in an in-game store to buy skins/perks other than invincibility?

2
subjects/mousevr/README.md

@ -50,4 +50,6 @@ The following are the bonuses for this project:
- Animate the interaction points.
- Add looping background music during the experience.
[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.
Ah! I made you look.

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subjects/stealth-boom/README.md

@ -0,0 +1,81 @@
## stealth-boom
In this project, you will have to create an entire stealth game using Unreal Engine.
### Objectives
The idea of this project is to create a little 10 minutes gameplay game with missions, stealth based gameplay and AI patrolling NPC.
The basics assets you will need for this project can be found in the [Stealth-Boom.zip](https://assets.01-edu.org/Unreal-Engine-Projects/StealthBoom.zip) file. It contains the basic animations, character, enemies and props you will need for this project.
### Instructions
The following aspects should be fulfilled:
- Create a map where the player can walk around.
- This map should contain places for the player to hide from enemies by crouching, hide behind walls, and all other props you may use to help to make a stealth game.
- Buildings with at least 2 floors.
- Pickable ammunition and weapons around the map.
- For the player you should add:
- Walk and run animations
- Reload animation
- Aim animation
- Shoot animation
- Crouch animation
- the player should be able to do the above six actions while crouching
- Melee attack animation
- Gun sound when firing
- Bullets visual impact on walls (see decals documentation)
- Blood particles when hit
- The game should contain a main menu where the player can:
- Start the game
- Adjust the general sound of the game
- Change the graphics settings
- When changing the resolution, a pop-up should appear in the middle of the screen asking if the player wants to keep the graphics setting he/she just applied. If `Yes` is clicked within 10 seconds, the settings are set, otherwise, if the 10 seconds delay is over or if the player click `No`, the settings go back to the old ones.
- Change the mouse sensitivity
- Invert mouse vertical axis
- You should have at least 3 types of enemies: `Guards` (patrol around and are look for intruders), `Drones` (same as Guards but can fly), and `Cameras` (stationary and look for intruders). More enemies can be added if you want to.
- Guards AI:
- Guards should be able to patrol around the map;
- A Guard is able to see the player, if the player crosses his field of view;
- When the player enters the field of view of a Guard, the Guard enters into chase mode and must start running after the player, take cover and shooting at the player.
- If the player leaves the field of view for a certain time, the Guard goes back to patrol mode.
- Drones AI:
- Drones should be able to patrol around the map;
- A light color should determine the state of the drone (Blue for patrolling, Red for chasing the player);
- Once the player crosses the drone camera, the drone light turns red and the drone enters chase mode;
- When a drone is in chase mode, all the guards on the area are alerted, and should enter chase mode as well;
- When the player is out of the drone sight, the drone turns back to patrol mode;
- The sight radius should be inferior on the drones that on the guards.
- Camera AI:
- Cameras should be placed on walls;
- Cameras should have the same light sign as the drone, so when the player is in the camera sight, the camera light turns red and all Guards enter in chase mode;
- As the Drones, Cameras warn guards, whenever the player passes through the camera field of view;
- Some Cameras should lock access of certain areas of the map (for example, close doors) when the player is detected by that camera.
- Drones, Guards and Cameras should have sounds effect whenever they change from chase to patrol mode, as wel as the other way around.
- All AI should be implemented using Behavior Trees except for the Camera.
- The player mission is up to you, either it can be some task to fix, kill all guards without getting caught or collect documents... Whatever you choose, the player should have enemies on his way to diver him away from his objective.
- When the player successfully completes his mission, a pop up should appear saying that the mission is completed.
- The player has a health bar that should go down whenever the player gets shot. When the player dies, he has the choice to either quit the game, go back to the main menu or start over.
- If the player starts over, the level should not be reloaded. The player should spawn back to the starting point.
- When pressing `Esc` the game is set on paused and the main menu widget pops up.
- The player should be able to change the game graphics setting exactly like in the main menu.
- A game should not last longer than 6 minutes. After that the same choices should appear as when the player dies.
> Do not forget to zip up the project compile and save everything for peer correction.

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subjects/stealth-boom/audit/README.md

@ -0,0 +1,67 @@
#### Functional
###### Does the map contain places for the player to hide from enemies?
###### Does the map contain buildings, pickable ammunition and weapons placed around the map?
###### Does the player has all the minimal animation required (walking, running, melee attacking, aiming, reloading, shooting, crouching, crouch walking, crouch aiming, crouch reloading, crouch shooting)?
###### Is there a sound for the player shooting?
###### Are there bullets impact when shooting at a wall?
###### When the player is hit are there any blood particles?
###### A main menu with the five options is displaying on the screen?
###### Can the general sound of the game be managed directly on the settings menu?
###### When changing the resolution, does a pop-up get displayed on the screen to confirm the changes we just set?
###### Does pressing “No” on the graphics confirmation pop-up, resets the settings to the old ones?
###### Are the mouse settings (mouse sensitivity, invert mouse vertical axis) functioning according to their descriptions?
###### Does the guards and drones wander around the map?
###### When a player enters the field of view of a guard does he switches to chase mode, running and shooting towards the player while also taking cover?
###### Does the drone light switches between each state? Blue for patrolling and red for chase mode (when a player crosses his sight)?
###### Whenever a drone turns to chase mode, do all the guards on the area get alerted and switch to chase mode as well?
###### Does the drone comes back to patrol mode when the player is out of the drone sight?
###### Is the sight radius of the drones smaller than the guards?
###### Are cameras attached to walls?
###### Do cameras have similar light sign as the drones (red for alert mode and blue for patrol)?
###### As the drones, do the cameras alert guards on the area, switching them to chase mode?
###### Do some cameras lock access to certain areas of the map, when they detect a player?
###### Do Guards, Drones and Cameras play an alert sound when a player gets detected?
###### Does the camera can close some part of the map (Doors, open traps and kill the player etc…) to the player when the player is being detected?
###### Are Behavior Trees used to implement the AI of the Guards and Drones?
###### Does the player have a goal?
###### When the goal of the player is successfully completed, does a pop up appear saying that the mission is completed?
###### Does the player have a health bar?
###### Does the player health decreases when he gets shot by the guards?
###### When the player loses all his health (dies), does he get to choose either to quit the game, go back to the main menu or to start over?
###### If the player starts over does he spawn back at the starting point?
###### The lifespan of the game is at least 6 minutes long from launch to mission complete?
#### Bonus
###### Are there headshots implemented?

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subjects/the-pages/README.md

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## the-pages
In this exercise, create a mini-horror game inspired on ["Slender: The Eight Pages"](https://en.wikipedia.org/wiki/Slender:_The_Eight_Pages) game.
### Objectives
Just like in the Slender game, the goal of your game should be to get all the 8 pages spread around the map in different locations, while being chased by a monster/creature (a "Creep").
To find models of scary monsters/creatures, you can easily choose checking the [Mixamo website](https://www.mixamo.com/#/). Or you can use the models on the ["Creeps.zip"](https://assets.01-edu.org/Unreal-Engine-Projects/ThePages/Creeps.zip) file as well as the [assets](https://assets.01-edu.org/Unreal-Engine-Projects/ThePages/ThePages.zip) (basics animations, character, enemies and props) you will need for this project.
### Instructions
On starting the game, it should ask the player to press a button to enter the game. Once the player does that, the actual gameplay level should be loaded.
The map for your game should be a large squared landscape terrain, scaled at 10 by 10 units. The action should be happening at night time in a forest-like environment. Your map should contain:
- trees, some little facilities (like shelters or little buildings), monuments etc... You should use the [Foliage Tool](https://docs.unrealengine.com/en-US/BuildingWorlds/Foliage/index.html) to spread trees, rocks and grass around the landscape and to make them have different sizes, scales and rotations.
- To create buildings, you will be using the built in [BSP](https://www.worldofleveldesign.com/categories/ue4/bsp-01-what-is-bsp.php). This method will allow you to create complex meshes and apply textures to it (Useful when you have no 3D modeling skill like me).
- 8 pages spread around the map in the facilities or monuments you created, but should be placed in different spots of those locations in each game.
- at least three different kind of floor surface: dirt, grass and concrete.
For the creature or monster that you choose to do:
- It can only move (very slowly so it does not catch up to the player that quickly) when it is not on the player field of view. This means if the player sees it, it should stop.
- Randomly, the "Creep" should teleport to another location.
- The "Creep" never appears before the player collects at least 1 page on the map.
- While completing the task of collecting the 8 pages, the monster should randomly disturb our experience by appearing on the player screen, making that task more difficult.
- When the creep is on the player sight, a disturbing music/sound must be played and the camera should start stuttering like in the original game.
The player should control a FPS (First Person Shooter) Character that:
- has to collect 8 pages placed around the map.
- The player can collect the pages by left-clicking on them.
- A sound should be played when the player collects a page and a text should appear temporarily on screen showing how many pages are missing (example: 5 / 8 Pages).
- can toggle a flashlight on and off by pressing the "F" key.
- A sound should be played when toggling the flashlight on or off.
- when walking, should produce the sound of footsteps on the floor.
- The sound of player footsteps should be different on at least 3 different surfaces: concrete, dirt and grass.
- Once the player collects the 8 pages, the forest turns from night to day for a while and then the game ends and the credits show up on the screen.
- The credits should mention the names of the developers.
If you want you could try to play the real game [Slender: The Eight Pages](https://pt.wikipedia.org/wiki/Slender:_The_Eight_Pages) to get a feel of what your game should look like.
> Do not forget to zip up the project compile and save everything for peer correction.

55
subjects/the-pages/audit/README.md

@ -0,0 +1,55 @@
### Functional
###### When you open the game, do you have to press a button to start playing?
###### Is the map a large squared landscape terrain, scaled at 10 by 10 units?
###### Is the action happening at night time in a forest-like environment?
###### Does the map contain tress, little facilities (like shelters or little buildings), monuments, rocks and grass around the landscape?
###### Were the buildings created using [BSP](https://www.worldofleveldesign.com/categories/ue4/bsp-01-what-is-bsp.php)?
###### Does the map contain 8 pages spread around the map in the facilities or monuments the student created?
###### Does the map contains at least three different types of floor surface: dirt, grass and concrete.
###### If you exit and re-enter the game, did the pages changed spots on the locations?
###### Does the monster stop if it enters the field of view of the player?
###### Does the "Creep" randomly teleports to another location?
###### Does the "Creep" only appears after the player collects one page?
###### Does the monster makes the task of collecting the 8 pages more difficult?
###### Does a music/sound gets played and the camera starts to stutter when the creature appears in the sight of the player?
###### Is the player controlling a FPS (First Person Shooter) character?
###### Can the player move around using the WASD keys and look around using mouse input?
###### Can the player collect the pages by left-clicking on them?
###### Is a sound played when the player collects a page?
###### Is it displayed a text saying how many pages there are left, every time the player collects a page?
###### Can the player toggle a flashlight on or off when pressing the "F" key?
###### Is a sound played when toggling the flashlight on or off?
###### Can you hear the sound of the player footsteps when he walks?
###### Is there three different sounds to the footsteps, when on dirt, grass and concrete?
###### Does the forest turns from night time to day time when the player collects all of the 8 pages?
###### When finishing the game, does the credits (names of the developers) show up?
### Bonus
###### Does the game contain a 3D Main menu?
###### Is the creature different from the one provided?

2
subjects/vehiclephysics/README.md

@ -47,3 +47,5 @@ As bonus objectives you can:
- Create steam/flames particles going out from the car exhaust.
- Animate the character entering and sitting in the car.
- Add a button to open the doors while inside the car without exiting it.
[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.

5
subjects/widgetfactory/README.md

@ -29,6 +29,7 @@ When the player clicks on the Graphics Settings button, another widget should ap
- a slider that lets the player choose the percentage of the resolution scale.
- a dropdown menu where the player can choose the resolution.
- At least three different resolutions should be displayed in the dropdown.
- an apply button at the bottom of the Widget which actualizes the two above resolution settings.
@ -36,9 +37,11 @@ When the player clicks on the Graphics Settings button, another widget should ap
- a checkbox, which when switched on, shows the game in full screen and in windowed mode otherwise.
- four choices for PostProcessQuality, ShadowQuality, TextureQuality, EffectQuality and FoliageQuality. These four choices are LOW, MEDIUM, HIGH and EPIC.
- These settings have to be executed with the “Execute Console Command” node.
- PostProcessAAQuality setting should have the following options as buttons: Off, 2x, 4x, 6x.
- You can use the “append (string)” node to switch between all four choices.
- A “Back” button that bring the player back to the main Start menu.
@ -60,3 +63,5 @@ As bonuses you can:
- Add a resolution confirmation button when changing resolution.
- Use the “On Release” attribute of the buttons, instead of the "On Pressed".
Automatically set the default screen resolution to get the best computer performance.
[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.

2
subjects/zombieai/README.md

@ -75,3 +75,5 @@ To make the game more interesting you could:
- Implement a point system, in which every time the player kills a zombie, pass wave, etc…, the points gets higher.
- Add creepy music during the game, add sound at each new wave, etc…
- Make the player have to reload the weapon, in other words, make the gun go out of ammo.
[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.

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