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Junior Collaborative

This is my junior Collaborative project where I worked on a tower defence game in team of 20 people that got review by Rockstars. I was part of the tech so I mainly focues on the functionality of the UI, game loop, some of the enemis, the base, and the character. I only worked on blueprint. Grade 70% first. 

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What was my role?

I was a technical designer on this tower defense game project, which was viewed by Rockstar Games. I worked on a variety of aspects of the game, including the UI, enemy attack function, and game loop.

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HUD: I designed and implemented a heads up  that is both intuitive and informative.

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Enemy attack function: I developed some of the enemies attack function that is challenging but fair.

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Game loop: I created a game loop that is optimized for performance and scalability.

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Faced challenges in managing tech team due to limited communication from senior member

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I am proud of the work I did on this project

Example of my Blueprints

BP_damagePlayer

This is a code that I made that ensures the enemies deal damage to the player using a box collision. It will do every seconds if it is valid subtract the amount.  A line trace would have been a better choice because even if the attack just touches the edge of the box.

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This is the old version of the enemy search of players. This searches for the player as long as the player is in range. A line trace would have been more accurate than a collision. I decided to keep this because I did not have enough time. 

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This uses a sphere trace instead to search for targets, I had to change the time to find the perfect balance. I had to make sure if it detects the towers, goal or pawn. 

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This makes it instantiate the projectile before the particle system because I want to make sure the flying enemy creates the smoking effect after it fires. 

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The timer is set  to 0.1 because it would take too long for the smoking effect to disappear. 

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This moves the projectile by lerping to the potition if the target is valid set the location of the actor 

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For some reason without the do once it deals damage during the entire duration of the movement. The do once seems to be enough. 

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It then deals damage overtime. This is the only enemy in the game that does that which adds uniqqunes in the game. 

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It sets the visibility of the sphere to false after it overlaps so it does disappears.

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We did not end up using this because it was too difficult for me to implement it. So I had to abbandon it. It would have made the trajectory of the projectile more accurate. 

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This is the formula. 

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This deals damage to the player using a sphere collision, again a line trace would have been better. 

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This a sphere trace that deals damage to the tower but a line trace would have been better. 

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This calls the seed drop function. 

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