Terraforming robots have defected, destroy them to give human their new home
This was the one game I made from my Game Design & Technology Advanced semester at Fontys, as well as my first Unreal Engine 5 project. The premise was to have a boss rush where the bosses had destructible weak points that alter the fight upon breaking, though, other than a phase change, we didn't end up implementing any actual weak points... On top of a large scope, this project's organization was a bit of a mess.
I spent the better half of the project just working on the menu for selecting the items that the player would be able to use to fight the bosses; we had a whole system in mind where you could equip 4 items that all have an active impact on the battle, and the UI behind that seemed interesting to me, so I made it functional, which was a misstep, considering there were much more important things to be working on, especially since in the end, only 4 items ended up being functional - the exact amount that could be equipped. Creating the player previous was quite interesting, and moving the planet in the background was cool too, but neither were important enough to warrent the amount of time spent.
We were also working on making motion capture animations for the main character, which not only took a lot of time to set up, but also took three people to do, including me for choreography, rather than having only one animator spend time on it. The worst part about that was that the motion capture data didn't even look right with our model, and often was inaccurate and glitchy, so an animator had to spend quite some time fixing the animations anyway.
I did build some functionality that ended up being important though; the items, the parry/dash, and the animations linking them all together. The items were all small and self-explanatory; a healing item, a stamina healing item, a damage buff, and a remote bomb. The first three are all stat related, and the last one is just placing an object and detonating it. I didn't make the animations myself, but I did link the animation files to the player character through Blueprints. The dash is pretty interesting though; it blocks all incoming damage as long as you dashed into the direction where the attack was coming from, which felt pretty cool when it was done.
I'll be honest, this one isn't my proudest work, but at least the artists on the team made the player character and boss monster look pretty cool. Just making those two both functional and presentable proved difficult enough on its own. The scope of this project was far too big from the start, and every attempt at making it smaller made us realize just how big the basic product would be. Just making a character with a full set of attacks and items is already a lot to handle, but making a boss on top of that was simply too much to ask of our team. In the end, we did get something that at least looks cool, but if I get the chance to make something like this again, I would do things very differently, mainly by starting with the actual core of the game rather than honing in on the fine details first.