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Rectangular Warfare
 

Get the game here:

This game is a solo project built from scratch, originally purposed for building skills in UI, but eventually becoming a grounds for learning basic networking and building an FPS shooter.

Weapon Mechanics

Goal: Add a master weapon class that can quickly create new children classes for implementing new weapons.

  • The base weapon in the game allows for easy switching out of new models when creating new weapons.

  • Many different pre-sets are  made for different types of weapons to allow for quick experimentation and development. Such as being able to quickly create a new triple burst weapon or even quad burst weapon with a couple clicks.

  • Recoil, spray patterns and aim offsets were able to quickly be implemented thanks to previous work on a weapon prototype that allowed for quick creation of weapon spray patterns and recoil patterns.

  • Weapon animations are done using blueprint, which make it easier for someone familiar to make changes.

  • Weapons are replicated so that enemy players can see when you are reloading or switching weapons and take advantage of the opportunity.

  • Weapon spawn objects allow for quick and easy placement of weapons that can spawn on the map. Weapon respawn timers can be edited by level designers so that higher damage weapons spawn less frequently.

Quick showcase of creating a basic new weapon.

gamehud.JPG

Player's HUD

​The player's HUD hosts information such as current weapons in each slot, equipment, score, max score, game time, team and player's health.

The HUD also shows the crosshair, which will change depending upon the current inaccuracy of the weapon the player is holding and will completely disappear when aiming in.

Shooting enemy players will produce a hit-marker at the centre of the screen and a small animation will play when the player kills an opponent.

Pressing TAB while in a match will show the leaderboard screen, where you can see every player's score in the current game.

Game modes

The game modes featured in the game thus far are TDM, FFA and CTF, with the latter still being a work in progress.

  • Game modes are customisable by hosts, allowing for the hosts to change game mode settings. This is managed through session properties, which are passed through as server travel options.

gamemodeGif.gif

Hosts Lobby

The lobby allows for hosts of games to easily edit certain settings of the match beforehand and choose a map. The host can kick players and cancel the game starting if extra players join.

Joining a lobby and creating one was made much easier thanks to this plugin, but given the opportunity again, I would like to build the join/host system from scratch.

Scope Materials

I found a lot of enjoyment in this project working on the materials needed for scopes.

With the scopes in this project, I wanted to make them look similar to the ones in MW2019. I found quite a few different methods for making scopes, and ultimately decided on using low resolution render targets, which ended up working well without making the scoped in image look strange. They did however show some problems that needed to be fixed, such as replicating to the wrong player and having two weapons with scopes at the same time breaking.

I also liked the bump offset effect for the red dot parts and the night vision effect on the night maps.

I'm quite happy with the end product, though I would like to go back and try a post-processing route given the time.

Level Design

Each map built for the game was built asymmetrically or symmetrically, with the two main spawn areas for players being on either side of the map, having to make their way inwards to get the power weapons. Night versions of the two main maps are also available.

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Below is a cut together video of a playtest I had with some friends. Video taken on the version of the game as of 11/08/2021:

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©2021 by Michael Partridge.

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