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Observe

An imitation game of I'm on Observation Duty

DEVELOPED BY LEE SI HYEON / KHU DIGITAL CONTENTS

Developed through 2 months


Development Overview

  • Development: Indie (Solo) Development
  • Engine: Unreal Engine 5.1
  • IDE: Visual Studio Code
  • Compiler: Visual Studio 2022
  • Code Composition: C++ (70%) / Blueprint (30%)

1) Demo Video

[Preparing]


2) Game Architecture

2-1) Player

Class Structure

  • APlayerControllerAObservationPlayerController
  • APlayerCameraManagerAObservationPlayerCameraManager

Key Features

  • Camera Switching:

    • AObservationPlayerCameraManager handles transitions between security cameras.
    • Manages an array of camera Actors and tracks the currently active camera.
    • Hidden cameras are activated under specific conditions (e.g., elapsed time).
  • Input Handling:

    • AObservationPlayerController processes player inputs, enabling camera switching and anomaly reporting.
    • Functions exposed to Blueprint for interaction between C++ and UMG.

2-2) Anomaly

Class Structure

  • AActorAAnomalyBase (Abstract Class)
    • AFurnitureAnomaly
    • APaintingAnomaly
    • AGhostAnomaly
    • AIntruderAnomaly

Key Features

  • Anomaly Types:

    • Each anomaly has unique visuals and behavior (e.g., material changes, movements, animations).
    • AAnomalyBase provides shared interfaces and logic for spawning, removal, and reporting.
    • Specific anomalies use Skeletal Mesh to implement animation-based actions.
  • Anomaly Manager:

    • AActorAAnomalyManager
    • Maintains a list of active anomalies and tracks previously triggered anomalies to prevent repetition.
    • Adjusts anomaly spawn frequency based on CurrentElapsedTime.

2-3) Gamemode

Class Structure

  • AGameModeBaseAObservationGameMode

Key Features

  • Time Management:

    • AObservationGameMode manages game start time and elapsed time.
    • Activates hidden cameras or increases anomaly frequency after specific time intervals.
  • Dynamic Anomaly Triggering:

    • Difficulty scales automatically based on game progression.
    • Collaborates with AAnomalyManager to determine the frequency and type of anomalies.

2-4) Widget (UI)

Class Structure

  • UUserWidgetUWBP_GameHUD, UWBP_GameOverWidget

Key Features

  • HUD Elements:

    • UWBP_GameHUD displays game progress, active camera index, and anomaly status.
    • Real-time binding of variables such as CurrentElapsedTime and ActiveAnomalyCount to widget text.
  • Game Over Screen:

    • UWBP_GameOverWidget is activated at the end of the game to display statistics.
    • Easily customizable through Blueprint.

Acknowledgments

This project was developed with partial help from ChatGPT and primarily through YouTube tutorials.


DEVELOPMENT STILL IN PROGRESS

Since 2024


COPYRIGHT

© Sitheleon. All Rights Reserved.

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