This project is the result of a three-day-collaboration between three artists and a programmer (Wayne). It is initially a commission of a Game Jam called ‘Hyper Unicorn GameJam: Reborn’ with the central theme being ‘Rise and Fall’. The development team, like any other team, did get the theme revealed to them one hour before the Game Jam started. Roborn was made using Unreal Engine 5 and its Blueprints for scripting.
The team came up with a concept of little robots with hats kicking other robots, trying to take eachothers hats. With the acts of stacking hats on top of eachother and losing hats acting as a metaphor for this Jam’s central theme, ‘Rise and Fall’. The player wins by beating all of the enemies and going into the saloon.
Wayne can be credited with almost all of the programming of this miniature “game”, with the exception of the pause menu and the filter that is placed on the screen to give it a retro look. One of the main aspects of the gameplay Wayne is proud to present has got to be the stacking of the hats itself. When an enemy is withing kicking range, inside the collider, the player is able to damage the enemy. If the enemy has any hats, it will automatically transfer one to the player. The same goes for when the enemy kicks the player. Both classes inherit from the ‘BP_CustomCharacter’-class and its function below, ‘AddHat’. It will try to attach the hat object to the existing socket of the character’s head.
At the start of the game, both the player and enemies each have an amount of hats to start with. The hats will be spawned, the moment the game mode ‘BP_CustomHatGameMode’ is in play. The amount of hats that will be spawned is equal to the amount of hats the character returns with ‘GetHatStartAmount’.
