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Finalspace

Leverman (2D Platformer made in UE4)

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I am working on a little game since the middle of july and now finished my first MVP (minimum viable product) ;-)

Its a 2D platformer - fully playable with very simple game mechanics.
Based on a paper game idea by a very good friend of mine from his kid days (i promised him 20+ years ago that i would make a actual game out of this - someday).

It is completely build in unreal engine 4 using blueprints with the following features:

- Tilemap based
- Player based on character controller including double jump support
- Simple generic following camera system
- Player interaction system (Levers, Elevators, Triggers...)
- Up/Down elevator systems which gets requested automatically when player is near a stop trigger (Stops are detected by line traces in the player interaction direction up/down)
- Jumppads
- Spikes and lava, no enemies at all
- Kill and respawn system including checkpoint support
- Levers to open doors / sink lava etc.
- Moveable platforms with obstacle detection (No timeline or matinee at all)
- A very simple main menu biggrin.png

What it needs to got it to a finished state:

- Actual graphics/sprites + proper animations (Currently i am using the 2d platformer tutorial ones)
- Add fitting sounds and music (metal, electronic, classical... dunno)
- Create all 12 levels
- Add a options menu to setup video/audio/controls
- Add in game menu to control basic video/audio settings
- Create actual checkpoints (Spawn system already supports this)
- Add a tutorial level at the very beginning
- More game mechanics (Comes automatically when i build the next 11 levels which are much harder than the first one!)
- Add goodies to collect
- Save games
- Track statistics/time (Speedrun support)
- Include version type and number in a way to edit and use it easily
- A better way to visualize debug stuff (print string is not great)
- Support for creating custom levels (This will require to build a system to generate the levels from a predefined dataset/xml/json/tmx whatsover)

Mistakes i made / Lessons learned:

- I never changed the sprite pixels per unit, which was a pita to get it proper positioned/scaled... in the next project i will definetly not make this mistake anymore.
- Using 3D geometry as triggers, doors, traps was a bad idea for a 2D game

Download MVP-1 (x64 windows only):
http://root.xenorate.com/final/lman/lman_alpha_mvp1.zip

 

Controls mapping:

 

Move to the left / right:

 

- Keyboard (A or D)

- Keyboard (Left or right arrow)

- Gamepad thumb left X-axis

 

Jump:

 

- Keyboard (Space)

- Gamepad (X button)

 

Interaction up/down:

 

- Keyboard (W or S)

- Keyboard (Up or down arrow)

- Gamepad thumb left Y-axis (only in digital mode!)

 

Interaction use:

 

- Keyboard (E)

- Gamepad (Y button)

 

Attached are some screenshots - including the original paper idea from ~1995.

What do you think about this? It it okay for the first mvp? Is it fun to play?

Dont be frustrated when you die a lot, it is not that easy at start.

Edited by Finalspace

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