Quantum Blitz
Project Type
School Project
Project Progress
Finished
Technology
Unreal Engine 5.3 Blueprints
Team Size
5
Quantum Blitz is local multiplayer fighting game where the player is most rewarded for precision and speed. The game was my project for the Traditional Game Development class. Our team consisted of 5 people, 3 Engineers, 1 Designer, and 1 3d artist. I an engineer on the development team,I prototyped, implemented, and polished some of the mechanics and systems of the game.
Features
Combat System
+I built the combat system for the game. The system gives the player 4 different attacks (Upwards, Downward, Directional, Neutral) triggered by the left trigger and the position left stick. The system handles:
Handling Input - Handles the input for the attacks and determines which attack to play by the position of the Left Stick when pressing the attack button.
Collision Tracing - Collision is handled in the attack's animation (Animation Notify)
Charging Attacks - Handles the functionality behind the player holding their attack where the damage they deal if they hit someone with the attack scales by the charge duration (50% - 150%)
Knockback - The knockback is relative to the attacking player's velocity
Handling Hit - Handles the logic behind handling taking damage by shaking the screen, applies the knockback, updates the player's health, and stuns the player
Animation States
+I found animations on mixamo, edited and retargeted them to build the animation states for the characters' locomotion as well as creating the animation montages for their attack animations. For the locomotion I had 3 sates (idle - moving - jumping) and blended between them depending on the state of the character. For the attack animations I had every attack cut up and loops at certain time frames depending if the player is charging their attack or not, it also handles triggering the VFX and the collision tracing (Animation Notifies).
Portals
+I implemented the portals system for the game, where the player uses their left and right trigger to make to portals and if the player has two portals in the level the player can teleport between them. The portal also maintains momentum, which is why it's a big part of the game in terms of design it lets the player maintain their momentum and allows them to strategize to find strong hits on other players
Game Systems
+I worked on some other systems for the game such as:
Handling different controllers - I assisted with the implemention of the local multiplayer system for handling different controllers
Game Mode - I implemented the functionality of the game mode, where it keeps track of how many players are alive, and who wins at the end
VFX - I edited some of the visual effects to fit the design choices of our game