About Skyhoard
Unreal Engine | C++ and Blueprints | Digital Ocean and Perforce | Personal Project
After doing the Sumo Nottingham game jam I was invited to work on a side project with some of my co-workers from the studio, and we decided to create a roguelike third person shooter game, where you play as a bounty hunter travelling from island to island fighting bosses, looting chests and fighting against swarms of enemies!
I am the main programmer on this project, and have created many different systems including the main project setup, player controllers and characters, AI, UI, VFX and SFX implementation, various networking aspects and have done some networked physics too.
We decided that this would be a good opportunity to improve our skills with the gameplay ability system, as well as how networking works inside of Unreal, and as such this game is based around both. It also uses Steam integration for hosting games and connecting, and once we have created more content, we plan to release on Steam.
We have created this in our spare time which has been challenging but we now have all of the base systems we want and are in the process of creating content for the game.
Please keep in mind that all gameplay footage shown below is very work in progress and we are constantly refining and adding new content.
I am the main programmer on this project, and have created many different systems including the main project setup, player controllers and characters, AI, UI, VFX and SFX implementation, various networking aspects and have done some networked physics too.
We decided that this would be a good opportunity to improve our skills with the gameplay ability system, as well as how networking works inside of Unreal, and as such this game is based around both. It also uses Steam integration for hosting games and connecting, and once we have created more content, we plan to release on Steam.
We have created this in our spare time which has been challenging but we now have all of the base systems we want and are in the process of creating content for the game.
Please keep in mind that all gameplay footage shown below is very work in progress and we are constantly refining and adding new content.
Technical Highlights:
- Creating a networked game by ourselves in our spare time
- Hoverboard physics - movement prediction and reconciliation works well up to 150ms
- Combat systems work well together and is fully Gameplay Ability System (GAS) integrated
- General GAS integration throughout project allows for modular system development
- Custom vehicle system allows wide range of vehicles to be created - from hoverboard to spaceships
- Source control managed by myself via DigitalOcean and Perforce
Programming lead responsibilities As the main coder on this project, I have been responsible for organising the majority of the development of it. I've worked closely alongside our other programmer to aid in the development of his passive and active abilities, tied his systems in with mine and worked closely with our artist to develop features together. |