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Advanced Vehicle and Weapon Prototyping

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Marquette Sexton


For my final year at university, I was given a task to create a game that had two elements: wheeled vehicles and weapons using Unreal Engine 4.

I created a brief high concept document outlining the game which I chose to work on:

High Concept

[color=#000000][font=arial]A 4-player (max) local multiplayer combination of Micro Machines/Circuit Breaker with non-lethal/destructive weapons and obstacles akin to Mario Kart.[/font][/color]

[color=#000000][font=arial]Players race on a track, but not to be the first to the finish line. The player in the lead has the camera following them - if the other players get too far behind or too far to the side of the leader then they are out of the round until only one person is left. That person gains a point and everyone is reset at a checkpoint on the track. This continues until one person gets enough points to win.[/font][/color]

[color=#000000][font=arial]Micro Machines Military:[/font][/color]


[color=#000000][font=arial]Circuit Breakers:[/font][/color]

[color=#000000][font=arial]Mario Kart Weapons/Power Ups:[/font][/color]



[color=#000000][font=arial]3rd person, high angle, behind the character, close to top down.[/font][/color]

[color=#000000][font=arial]Dynamic - follows the player in the lead. Zooms in closer when all players are near each other, zooms out further to a max distance when players fall behind.[/font][/color]


[color=#000000][font=arial]Gamepad Right Trigger - [/font][/color][color=#000000][font=arial]accelerate[/font][/color]
[color=#000000][font=arial]Gamepad Left Trigger -[/font][/color][color=#000000][font=arial] reverse[/font][/color]
[color=#000000][font=arial]Gamepad Face Bottom[/font][/color][color=#000000][font=arial] - use currently selected item
Left/Right Shoulder - cycle through items[/font][/color]
[color=#000000][font=arial]Left Analogue - [/font][/color][color=#000000][font=arial]steer left/right[/font][/color]
[color=#000000][font=arial]Gamepad Face Left/Right/Top[/font][/color][color=#000000][font=arial] - use weapons[/font][/color]


[color=#000000][font=arial]Pulse[/font][/color][color=#000000][font=arial] - creates a pulse wave around the player's car, pushing any enemy cars a short distance[/font][/color]
[color=#000000][font=arial]Homing Missile[/font][/color][color=#000000][font=arial] - limited resource per game - will target the car directly in front of the user and cause the player to spin and wipe out.[/font][/color]
[color=#000000][font=arial]Standard Weapon[/font][/color][color=#000000][font=arial] - unlimited resource that fires directly in front of the player - will slow any car down that is hit[/font][/color]


[color=#000000][font=arial]Invulnerability[/font][/color][color=#000000][font=arial] - briefly renders the player untargetable by weapons and unaffected by hits[/font][/color]
[color=#000000][font=arial]Oil Slick[/font][/color][color=#000000][font=arial] - places an oil patch directly behind the player. remains in the game until someone hits it. causes the affected player to spin and wipe out.[/font][/color]
[color=#000000][font=arial]Boost [/font][/color][color=#000000][font=arial]- gives a temporary boost of speed[/font][/color]

Enemy AI

[color=#000000][font=arial]NPC car(s) that will drive the track separate to the players to create moving/dynamic obstacles. If 1 player gets too far ahead of the other players, it will target that player in order to give other players the chance to catch up.[/font][/color]

The following video shows the progress thus far:

Each small sphere on the track is a checkpoint. On the game start, each track point will find its nearest point in a forward direction and link to it. This way, the track can be modified (like maybe one day replacing my poorly created track with custom-made assets) and the checkpoints simply need to be moved to a new position. The player in the lead is tracked in real-time by calculating who is nearest to the checkpoint.

The game has a full game loop. Weapons are being implemented. Shown are the unlimited standard weapon which fires directly in front of the player's current position. The other is the pulse weapon which pushes all enemies back with a radial force. This will eventually have a recharge time and cannot be constantly spammed.

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