HOLD UP
WHEN :
2023
TYPE :
STATUS :
PLATEFORME :
ROLE :
ENGINE :
TIME :
Strategy Game
In Developement
PC
Programmer
UE5
30 Days
DESCRIPTION :
This project was supposed to be our end of studies project, unfortunatly after the projects selection, Hold Up as been killed. We started it last year (end of 2nd school year).
It's a turn based strategy based game where you play robbers.
It was a difficult project for me, I was having other priorities, that's why I didn't work much on it last year.
This year we continue working on it from end of december.
My tasks :
-
Programming of the Grid System
-
Weapon Architecture
-
Sound Design
-
Interactive Elements
Insight :
Grid System
It works with a "grid" objects which spawns cells.
The grid system contain borders, cells usability and obstacles.
As you can see above, the grid can be customized and configured to serve your utility.
I made a dedicated page for this Grid here. Go check it to see more
Weapons
Above, the weapon hierarchy for Hold-Up.
Each of the playable character can equip only one type of weapon.
The weapon parent only handle common variables ( Mag capacity, Damage per shot, ...) and functions (Shoot, Reload, ...).
When a more specific behavior is needed, they are in the BP which needs it.
For example if we need to apply a burning effect on target when the shotgun 2 is used, the burning behavior will be in the shotgun 2.
-
Shoot
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Reload
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Burst
-
Burning Effect
If you want to use a specific behavior in other weapon class, simply move it in the previous parent.
What I learned / improved :
-
Clean and reusable hierarchy
-
Made a easily usable features for designers
-
Optimization
Team :
Paco CHAULIAC / Level Designer & Game Designer
Néo GRAPIN / Programmer & Game Designer
Guillaume PRADIER / Level Designer & Programmer
Arthur ANGENIEUX / System Designer
Vincent DUMONT / Producer
Gabin LEGNIER / VFX Artist
Maxime LAURENT / Character Artist
Nicolas SCHAERLY / 3D Artist
Alexandre MICHEL / UI Artist