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Turmoil

Kiwiclockwork Studios

ROLE

Lead Programmer

GENRE

Action Roguelike

DESCRIPTION

Get revenge on your boss as your fight your way through a randomly assembled factory. Use different elements and upgrades fighting against the clock as your health slowly drains.

YEAR

August 2023 - April 2024

TEAM SIZE

13

ENGINE

Unreal

Ability System

Abilities and Launchers

My goal was to create a system that easily allowed a variety of different abilities to be cast by anything. In order to achieve this I created abilities and launchers, abilities are the actual effect that goes off while launchers are how they are activated.
When spawned, abilities activate special abilities like placing oil down or lighting things on fire. Core elemental functions are placed inside of the BP_BaseAbility blueprint, some features can be accessed by a checkbox like lighting things on fire but more in depth features like placing oil can be done is custom ways through the abilities blueprint.
Players, enemies, pipe exhausts, and the boss all have launchers that act accordingly. These launchers take abilities as a variable, any ability can be placed inside and it will be cast appropriately based off of the type of launcher. Some launchers go off at regular intervals while others are activated by either the player or AI.

Screenshot 2024-04-19 224040.png

Blueprints of launcher that fires on consistent timer

The different types of abilities

What I Would Do Differently

Unreal

Creating this project was the first time I as well as my two fellow programmers had ever used Unreal. We all learned pretty quickly but there were still some foundational things that were done a bit inefficiently, some of these things needed to be reworked and improved but some of them were left relatively alone. If I were to recreate the project I would make sure that these systems took full advantage of the tools Unreal Engine provides  

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