I know it's been a while since my last update, but I've been really busy. Lots of applying for jobs, writing cover letters, and even a few interviews! No luck so far, but that's the way the cookie crumbles.
I've been spending a lot of time doing construction work for the fam so I don't have as much time as I'd like to, but I've managed to look into Unreal Engine 4's Blueprint system and I've cooked up a prototype!
I have to say - I've wanted to make an endless runner for a long, long time. Ever since Canabalt came out when I was in school I really thought it was one of my favourite pick-up-and-play mechanics. Even years later seeing the evolution of that concept in games like Spider-Man Unlimited and I'm still hooked! The problem however, is that my scripting abilities never really caught up with my ambitions. Fortunately though, I understand visual scripting quite easily. Kismet made things feel approachable for me, but now that Unreal has taken Kismet to it's next logical step with Blueprints, I feel like I can capitalize on my ideas in a way I never could.
Particularly when I tried making an infinite runner in the past I had trouble as soon as I was told I'd have to make an "array" and call it in a function to generate the level. See, the concept makes sense in my mind, but I just got locked up in my poor coding abilities and focused my efforts elsewhere, moving on. Lucky for me I can just do it like this now and it makes sense:
So now I have a barebones prototype which is a dime a dozen, but what matters is I can really expand on this now and tinker. Right now you can run and turn, collect coins, jump, and die. I know I want to tinker with the physics and see how much air control I can give the player. I also want to look into getting spline-based movement to switch lanes while running like in traditional runners (or like drag racing in Need For Speed: World).
Yeah that's a lot of talk for no footage so here's a glimpse - there's not much to see, but what's important is that it's working.
Hopefully when all said is done I have a fun working game that I can release on mobile, but we're a ways off for now. Once I get the gameplay mechanics all down and feeling right then I get to move on to making art assets, sound effects, etc. Which I think will be the most fun part, but I haven't modeled in ages so who knows! I think it'll be fun though, I'm going to try and make the game about my dog Charlie. I have a feeling I'll give up when I have to get to animation - but maybe at that point I'll use sprites. Who knows!