A multiplayer gameplay sandbox focused on modular, data-driven systems, AI, networking and performance.
Planning to make this into a evergrowing sandbox containing my game dev shenanigans.
- See Source files here - Source, Every header/implementation files are in their own subfolders with flat split. (e.g. Save Game Subsystem, Action System)
- Pure/C++ inherited blueprint classes are inside Core directory inside content folder with their own subfolders
- Game Art Assets - Content
- Configs Engine, Game specific including Gameplay Tags - Configs
- Custom/ Open Source Plugins - Plugins
I wanted to get better at writing modular, component-based architecture in C++ alongside Unreal replication and multiplayer, while keeping things performant and actually understand how these systems work together
WASD - Move
Shift - Sprint
Space - Jump
Left Click - Attack
Q - Skill
Right Click - Parry
E - Interact
1 - Scalability Settings
R - Restart level (Single Player)
Tab - Save Game
ESC - Quit
O/P - Shrink/Grow Object
Scroll MB - Use Gravity Gun
C - Throw Object when using Gravity Gun
~ - All Console Command
T - God Mode
Custom Console Command
su.SpawnBots [0/1] - Bot Spawning via timer
su.DamagedMultiplier [DamageMultiplierNumber] - Global Damage Multiplier
su.DebugDrawInteraction [0/1]- Draws Interaction Debug
KillAll - Kill all bots
DeleteSaveGame - Delete Previous Save File
HealSelf [Amount] - Heal Self By Amount With Default Max Health
DamageSelf [Amount] - Damage Self By Amount With Default Max Health
GrantCoin [Amount] - Damage Self By Amount With Default 1000 Coins
MoveInDirectionBy [Move By In Cm] [Axis] - Move yourself along axis in Cm With Default 200 Cm in Z axis
- Framework based on - https://github.com/tomlooman/ActionRoguelike For a modular and scalable code which is optimized to be performant.
- Unreal Docs and General forums