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A simplified Dyna Bomber / Bomberman clone created with UE4 for a programming test.

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Tiago-Ling/BomberClone

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BomberClone

A simplified Dyna Bomber / Bomberman clone created with UE4 for a programming test.

Test should not take more than 15 hours, so i stopped working as soon as i hit that mark. Unfortunately this left the game unfinished.

Features

[x] Static top-down view [x] One pre-defined map [x] Two players play on the same machine using the keyboard, no gamepad [x] Distinguishable characters (different materials) [x] Procedural generated maps (kinda, just random block placement currently) [ ] Pickups (longer blasts, more bombs, faster run speed, remote-controlled bombs) [x] Linear bomb blasts in four main directions [ ] Player death when standing in bomb blast [-] Differentiation between destructible and indestructible walls (WIP) [-] Bomb blasts are stopped by indestructible walls (WIP) [ ] Bombs trigger other bombs [ ] Random pickup chance when destroying walls [-] UI, Win conditions and reset options on end screen (WIP)

Third-party stuff

  • Unreal Mannequin, including skeletal mesh, animations, animation blueprint and textures
  • Unreal starter content such as particle systems (including bps, although not used), meshes, materials and sounds (not used)

Notes (mostly stuff that wasted precious time)

  • Two players on the same keyboard wasted ~3 hours as i never had to do that before
  • Game crashing due to trying to load animation blueprint in the same way as regular assets took ~3 hours to fix

Next steps (in order of implementation)

  • Fix overlapping of bomb trails to not propagate beyond indestructible walls
  • Finish UI w/ blueprints (Menus, Hud) and complete game cycle (win, draw, reset, etc)
  • Implement pickups
  • Character: fix facing, edit animation blueprint to include death and bomb placement (crouch).
  • Better level generation

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A simplified Dyna Bomber / Bomberman clone created with UE4 for a programming test.

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