How this works is that when "I" is pressed and the player is within a certain range of tiles on the lava layer, an ice block will be painted onto the ice layer. Since the ice layer is on top of the lava layer, whenever the player walks across the ice, they are actually on the ice layer. So the blocks on the lava layer beneath the ice won't be able to damage the player.
For balancing purposes, the ice powers can only be used a certain number of times before they need to be recharged. |
Class: Project Three
Engine: Unreal 5 Year: Senior Language: Blueprints For my senior year, a junior team from the Project Three class asked if I could be on their team. As a gameplay programmer, my main task was to get combat functional. The game just had the sword and bow weapons, so I had the bow be a child of the sword. When the player picks up a weapon, they will now use the weapon's combat stats. This can be seen in the light blue circle I made. The circle indicates how far a player can attack. When the player doesn't have a weapon equipped, the circle is quite small. However, when the player picks up a sword, the circle is now as large as the sword's attack distance. The weapons also have a pickup distance. So as to visually show if the player is within the attack radius, the pickup button will only enable itself when the player is within the pickup distance. A fellow teammate also gave the weapons a circle around them that visually showed where the pickup radius was. I then went in and made it so that the pickup radius's color changed when the player either hovered over it or was inside of the pickup radius. That way, there was another visual to show that the player can pick up the weapon. |
Class: Systems Design Methods
Engine: Unity Year: Sophomore Language: C# For an assignment, I needed to create a fighting simulator where the player character had five abilities. To incentivize the player to move, I made a long- and short-range attack that would only work if the player was within a certain distance of the enemy. I also created an attack, Punch Cake, that dealt a lot of damage, but the player needed to sacrifice some of their health in the process in order to balance it. |