Personal Projects
Overview
The following section showcases the work I completed while in between game projects. While these are not a part of any official game projects, the personal projects shown here exemplify how capable I am with more difficult script and how much I'm capable of without direction.
Apex King (Working Title)
Apex King is the fighting game project I worked on in between projects. It's still in its early stages, and it is on indefinite hiatus for now. However, what I have so far is still able to showcase the work I'm able to do within Unreal Engine 4.
A brief look at the current build
This is a personal project that tested my ability to work without direction. Right now, both players can take damage, the players always face each other, and the camera zooms in and out depending how close one player is to the other. However only one player can move and attack at the moment.
PGC Process
This Section lays out the process I went through trying to make a procedurally generated city in unity.
Set Up (Part 1)
Laying things out
Editor wise, this is how the script finds the buildings to spawn in
Set Up (Part 2)
Layman's Terms Summary
When the project becomes active, it searches for the registered blocks and their location within the scene before doing anything else. On its own it doesn't amount to much but in the long term this makes the actual spawning of buildings easier for the city.
Spawn Loop
Layman's Terms Summary
After every city block is catalogued in the project's code, it then utilizes each block's location and spawns each building on top of its corresponding city block. Speaking currently, I would use a switch statement to streamline this process. However, from the video demonstrating this, the buildings are spawned instantaneously, placed in ways that would look like a carefully crafted city landscape.
End Result
AÂ Procedural Generated City
This is another personal project that tested my ability to work without direction, and I chose to make a procedural generated city. When the scripts start running, the buildings spawn based on what type of block is underneath them and shifts them based on the block's position and rotation.