Pegasus
Overview
- Animation Blueprints
- AI Behavior Trees
- Shooting system
- Simple inventory
- Data driven weapon types
- Dynamic crosshairs
- Material creation
Technical Details
- Engine: Unreal Engine 4
- Role: Solo Developer
- Genre: Shooter
- Platform: PC
Features
A more ambitious shooter project where I explored many more Unreal Engine features, as well as new gameplay mechanics. A few examples are extensive usage of Animation Blueprints (through Anim Instance), 1D and 2D Blendspaces, strafing, turn-in-place, Aim Offsets, Inverse Kinematics, animation curves, run leaning, hips turning and crouching.
Weapon fire with recoil animations and reloading. Simple inventory to hold different types of weapons, with automatic and semi-automatic gunfire. Weapon types are data driven and stored in data tables for easy modifications or additions.
Dynamic crosshairs that spread in reaction to character speed, weapon fire, aiming and jumping.
Some Material creation, including post-process materials, outline effects, glow/pulse effects and material functions. Enemy AI with Behavior Trees and Blackboard components.