Personal Projects
Multiplayer Character Selection
Intro Being able to select a character to play as, is a vital component for some multiplayer and singleplayer games but there are a lot of ways that this can be achieved. Some of these methods are better than others, and will depend on the engine used. In this article, I will be using Unreal Engine 5, and so will be using one of the best workflows for it.
Overview I will be using the Seamless Travel feature of UE5 to maintain the data when we travel from the character selection screen to the game map.
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Generic Wave Function Collapse - Unreal Engine 5 - C++ Implementation
I knew that I wanted to implement a procedural algorithm for my latest project, and decided on creating a wave function collapse algorithm as it seemed like a good starting point for learning more advanced procedural algorithms. To add more challenge to this, I wasn’t using it for generating maps, or textures but instead wanted it to interact with choosing which items to spawn into the map based on a variety of factors that were not known when starting the implementation.
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Multiplayer Quest System - Unreal Engine 5
Multiplayer Quest System I decided to challenge myself by creating a multiplayer quest system. I wanted to create a system that would allow for a variety of quest types & quest rewards, and be able to handle multiple players.
The approach I went for was a very Object-Oriented one. Everything is split up into different classes that will handle the different aspects of the quest system. Quests contain stages which hold Objectives, which hold a set of prerequisites and rewards and they can track the progress via a Progress Object.
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Multiplayer Inventory & Crafting - Unreal Engine 5
I have been working on a project that involves an inventory and crafting system. I have been using Unreal Engine 5 and C++ to create this system.
This system will need to be functional for multiplayer, easy to extend and easy to use. I have been using a lot of the built-in Unreal Engine features to make this system as robust as possible.
I have integrated the systems into the Editor and made it easy to create new items and recipes.
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