Monster Mount
Solo Class Project
Unreal Engine 5 | Blueprints
Unreal Engine 5 | Blueprints
For this game, I worked with and implemented my own features into the Purdue RPG Template.
The base template includes a mission system, player and enemy stats, and a turn based combat system.
To the template, I added:
Random encounters
Party members
Items, inventory, and shop
NPCs & mini quests
The game is entirely kitbashed using free assets.
There are three enemy types, which are the regular Enemy, the Special Enemy, and Bosses.
Regular enemies spawn through random encounter areas, while special encounters are hard-coded and can be fought as many times as needed. Once a special enemy is defeated, it is added to the player's party.
Defeating the main boss is the objective of the game, although there is a mini-boss along the way that drops a rare item.
Items are randomly dropped by enemies or bought from a merchant, and can be used or sold.
Items can heal you or restore the mana of your party members.
Benches act as the fast travel for the game. Each section of the map has one, and it is registered to the bench menu once interacted with. It additionally heals you and acts as a respawn point.
There were a few specific requirements for the project, including
The use of a data table
The dot product
A C++ element
Data Table
My items are accessed through a data table, with the row number acting as the item ID. It stores data such as the type of item (healing, mana restoration), icon, and the value.
Dot Product
The waypoints that mark the current mission objective use both a game object and a UI element as a marker. I implemented the UI element with a dot product, making is visible only when the marker is on the screen.
C++
I condensed some arithmetic operations using the Blueprint Function Library for the combat sequence.
This was my first time using Unreal C++, so it was a welcome experience for me to finally try.