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CMP302: Gameplay Mechanics Development

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Module Brief: Create a game mechanic, piece of functionality or reusable component within the Unreal engine system using only C++.

The purpose of this mechanic is to have a responsive first-person controller which can also use the third-person aspect to allow the player to be more tactical, by allowing them to look around corners.

I fully coded a hybrid first person/third person cover shooter mechanic using models and animations from Mass Effect 2.

I used Agile for the development process as it allowed for adaptation and evolution throughout the project. As testing is integrated into the development cycle, it provided the flexibility to respond to any issues and modify the project as necessary.

In the program, the player can move, pick up and shoot weapons, hold 3 weapons on their person at once and swap between them. The player can walk up to pieces of cover and attach themselves to it, transitioning to a third person view, with the ability to move back and forth along the cover as well as look around corners and step out of cover to fire. , can also vault and mantle low pieces of cover.

The cover mechanism is attached to the player character, so it is easy to add new pieces of cover to the scene. Given how the third-person aspect allows the player to look around corners and view enemies without being seen, this project could be extended to include a stealth mechanic. The added perspective allows the player more information for decision making so the project could also be extended into a tactical shooter.  

This was my first experience of using Unreal Engine. This project allowed me to develop my skills using the software, which benefitted me greatly in the group Project.

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