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SuperHero Project

Solo Project| Unreal Engine| Technical Design

I created a superhero character with diverse abilities from scratch using Unreal Blueprints. This page will showcase the development process and the gameplay features I designed.

Overview

The project's vision centers on a primary power called Superjump, with the entire world designed to revolve around this ability.
 
The protagonist possesses additional powers that aid in navigating the environment, whether by defeating foes or breaking blocks to access new areas.
 
This unique set of abilities was granted to the protagonist after being struck by a mysterious type of lightning (what kind of lightning? Discover the answer!).


- Primary and secondary superpowers

- Puzzles centered around the ability

- Seamless traversal

- Signifiers for each action

- Elements of open-world gameplay

- User-friendly and customizable blueprints

Goals

Player Character

GamePlay Elements

Signifiers/Feedback

BluePrint Quality/Structure

Content

Player Character

01 Traversal

Charged Jump

This is the primary ability for our player, so it needs to be flawless. I thoroughly playtested various versions with different variations before finalizing it.

traversal is crucial for this project, I implemented three types of jumps, each with its own purpose: the super jump allows players to reach taller buildings, while the supercharged jump enables movement across longer distances.

Additionally, if the player sprints and jumps simultaneously, can cover an even greater distance.

Variations of  Jump

Teleportation

Certain distances are unreachable, which is why I introduced a secondary movement. The concept is that the blue poles act as electric poles; since the player is powered by electricity, they can zap themselves to those locations.

Players have mentioned that this is the most enjoyable aspect of the game, as it combines jumping and teleportation, making them feel like a true superhero

Teleport

Free Roam 

Free fall cause why not?

Before I implemented sprinting, one issue I encountered was that players would often hold down the spacebar until they reached maximum charge, which slowed down the game.

To address this, I reduced the charge time and introduced sprinting, allowing players to keep moving without stopping after each jump.

02 Combat

Charged Jump Attack

My primary objective for this project is to ensure that element is connected to the powers, drawing significant inspiration from games such as Spider-Man (Insomniac Games) and God of War (Santa Monica), where combat is intertwined with puzzle navigation.

 

The charged attack depends on how much the player charges up before launching the attack.

Charged jump attack from ledge

Super Charge jump attack

I aimed to create an exciting experience by sending enemies flying, but I encountered a challenge: if they flew too far, the player wouldn't see it, which diminished the effect. Conversely, if they didn't fly far enough, it wasn't impressive.

I needed the perfect animation to ensure that when they hit the ground, it looked realistic. After countless tuning I was able to adjust the distance so that the enemies fly far enough while still remaining visible to the player.

Lightning Attack

Single Hit

Multiple hit

The secondary attack has limited usage and was originally intended to function like a skill tree with various upgrades. However, I felt it was too ambitious and decided to abandon that concept. Nonetheless, this attack features two variations: a single lightning strike and multiple strikes. If enemies are within a certain radius, the lightning bolt will hit them.

Hand to Hand Combat

This may not seem like a lot, but there are two main reasons I implemented this for the project. A superhero should possess the ability to fight, and I also wanted to demonstrate my advanced understanding of Unreal Blueprints, which this feature allows me to showcase.

Basic Punch

Attack Combo

Gameplay Elements

Locked Door

The door button is broken, so the player must provide it with some electricity. I've designed it so that the charge value can be customized in the editor.

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Opening door with Charge

Blocked Hazzards

Our customers deserve the highest level of support, and we work tirelessly to maintain those standards. When you choose to work with our team, know that you are consistently choosing quality and excellence. Customer service is at the heart of everything that we do.

Destroy Boxes

Checkpoint / WayPoint

A straightforward Checkpoint UI designed to guide you through the world.

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The color of the Pointer can be adjusted depending on the type of mission.

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General elements

Other fundamental elements include checkpoints, save points, load scenes, and simple triggers to initiate an event.

Feedback and Signifiers

Enemy feedback

Based on the attack type the enemy responds

Body Hit

Head Hit

Charge attack hit

Blueprint Quality/Structure

This section highlights the process of creating my player from the ground up, demonstrating my organizational skills with blueprints. I also discuss how enumeration, structures, and interfaces contributed to the development of my plate combat system.

01

Variable Organization

Since my player character has numerous components, it many variables. I utilized categories to my variables, which greatly assisted me when I needed to access or adjust them.

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02

Functions and Macros

Macros and functions contributed to shortening the length of nodes, resulting in much cleaner event graph.

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03

Commenting my Graph

These graphs resemble scattered ramen, and adding comments has significantly improved my ability navigate them.

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04

Fighting System

This is an combat system that enables players to execute five distinct moves in sequence. I have also tailored it so that the enemies' reactions depend on where the player strikes them.

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I developed a Map Variable that accepts an animation and a structure. Essentially, you specify the animation, the type of attack, and the hit type, enabling the engine to interact and generate collisions on that specific socket.

Screenshot 2024-10-01 070007.png

Debug collision

Screenshot 2024-10-01 070024.png

When collider comes into contact with an enemy, it detects.

Screenshot 2024-10-01 070048.png

This is the structure class I utilized to facilitate communication between the enemy and player, allowing for the transmission a "type of" and the reception of a "type of damage."

Final Thoughts

This project was a lot of fun to work on It taught me that blueprints are limitless, and Unreal has incredible potential for creating more projects. I would be happy to share more of my code and discuss my design ideas, so please feel free to reach out!

+1(425) 340-4264

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AI Behaviour tree

Check out this other project, Last Man Flying I created that demonstrates my understanding of behavior trees, tasks, and blackboards.

YakshinVijay - Game Design - Portfolio

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