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Unreal Firing Range

Using a starting point, I implemented the targets and both types of weapons.

shooting range.mp4

In a group project, I was assigned as the level blockout creator.

I spent time with the group in sessions designing a rough layout for the 2 basic levels of our game. We decided that for our game, we would make a sort of river and forest based game. I used several tools including a whiteboard for drawing and an online interactive board to store all ideas and references. Using these, I created the landscape and river. I then created a very nice blockout of the world before realising I had created it in the wrong version. This taught me about the importance of version control. I tried to import it over as shown below but decided it was best to just restart fully.

 

 While this project didn't teach me how to use blueprints or any game mechanics, it allowed me to become comfortable and used to Unreal Engine and its navigation. In later modules in my university, i was able to build on my unreal project and learn how to implement blueprints and other functionality to my projects.

shooting range button.png

Here is the Game control unit. I adjusted the hit boxes on the model so that it was more forgiving for the player while not having any overlap between buttons. 

blockout version change.png

This blueprint logic resets the timer and the score values when the game starts. It gets the HUD for the player and then checks that once the timer has ended, the game can be reset. This prevents the user from pressing the start button again mid round and losing their points

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