Junkyard Bash
Role: Technical Game Designer
Development Time: 2 Weeks (2018)
Tools: Unreal Engine 4
Team: 9
Contributions:
-
Game Play Programming
-
Multiplayer Back-End Systems
-
Game Design
Music and SFX by Joakim Johansson
Trailer
About
Junkyard Bash is a physics based racing game for 1-4 people where players race through a scrappy junkyard full of traps and junk.
This was the first project we did at Futuregames in two weeks where our theme was Physics and Goofiness. So we made a racing game with goofy characters and where the vehicles were all driven by physics.
Game Play Scripting
I made all the Game Play Scripting such as Input Handling, the Camera and the different Physics-Based Vehicles that are made completely from Scratch.
Junkyard Bash Play through
Physics Based Vehicles
Getting Custom Forward of Spinning Vehicle
(Hover Over for More)
Custom Forward Vector
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Acceleration & Engine Braking
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Acceleration & Engine Brake
(Hover Over for More)
Slope Tilting & Pitching
Slope Tilt & Pitch
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
(Hover Over for More)
Ground Friction
The Black Material represents Tar with alot of friction which gives the vehicle lesser acceleration
The Black Material represents Tar with alot of friction which gives the vehicle lesser acceleration
(Hover Over for More)
Boost, Jump, Bash and Drift
(Hover Over for More)
Surface Friction
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Abilities
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Camera
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Camera Tilt and Height Adjustment
(Hover Over for More)
Back-End Scripting
PlayerController, GameMode & GameInstance
I made all the Back-End Scripting such as Character Select Screen, Checkpoints, State Machine and the different Multiplayer Setup with Spawning, setting the cameras, clearing up Player Controllers etc.
You can play the game with 1-4 players but I made it comfortable to pickup and play so for example controller 1 and controller 4 could join a game and it would be a 2 player game with the split screen adjusted for the amount of players joined.
(Hover Over for More)
Character Select Screen
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Character Selection
Character Selection
Spawning Players
-
The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Spawning Players
Spawning Players
States
I make good use of States to determine where in the game the player is, for example At Menu, At Sub Menu or At Race, depending on which the Input could execute different things. There is so much more I could write about the Back-End but for readabilities sake I'm gonna present the most notable below.
Input & Use of States
Level Streaming
The game's level is split up into several sub levels so each designer and artist could work on different one without conflicts. The Main menu uses the same level to make the transition from Character Selection Screen to Race quick.
After the Levels have been loaded it checks what State the Game is in, for example if it was AtIntroLogos it means the game has been just Booted, If it was Debugging then it will call Debugging and spawn the characters that's been chosen to debug with right away.