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OneMonth Challenge
Personal challenge of trying to create as much of project as I can over the course of 1 month.


Recoil Z (formerly Gun Jumper)
Taking the previously done One Month Challenge, Gun Jumper, and putting another ~month into it to prepare it for IGDA's 2025 Demo Day, I ended up with this; Recoil Z.
I did a bunch of bug fixing, QOL changes, UI improvements, high score system, FX, environment art and a lot of other small stuff.
I did a bunch of bug fixing, QOL changes, UI improvements, high score system, FX, environment art and a lot of other small stuff.


Kart Racer
For May's Monthly challenge, I decided to try making a kart racer. My main goal was just to make a vehicle since it was something I hadn't done before. For the first couple of days of the challenge, I did a bit of research to figure out what the best path was for building a vehicle in Unreal, and I ended up decided to go with Unreal's Chaos Vehicle system. It ended up being somewhat challenging, modeling and rigging MANY attempts, and tons of playtesting of various vehicle settings, trying to get something that was fun to play.
The project features 4 vehicles and multiple races throughout a small city. Additional races are created using splines with each spline point being converted to a checkpoint. The game tracks lap times, total time, drift scoring, and laps.
In the end, I managed to get something that was fun and challenging, while also figuring out a workflow for building vehicles in Unreal. It was a lot of fun to do and I was pleased with how it turned out.
The project features 4 vehicles and multiple races throughout a small city. Additional races are created using splines with each spline point being converted to a checkpoint. The game tracks lap times, total time, drift scoring, and laps.
In the end, I managed to get something that was fun and challenging, while also figuring out a workflow for building vehicles in Unreal. It was a lot of fun to do and I was pleased with how it turned out.


Gun Jumper
For the month of April, I started with only an idea for a mechanic I wanted to try; Gun recoil pushes the player in the opposite direction that they are shooting. I didn't really have an idea for the actual game itself. The rest just evolved naturally.
I was able to get the logic for the basic mechanic implemented pretty quickly, and set up the each of the 6 guns stats using data assets. This allowed for easily playing with different values in order to balance the weapons. I also implemented multiple spawn locations for the Levers so that each time a round is played the levers are in random locations. Gun loadout is also randomized, so the player gets 2 random guns (Pistol, SMG, Shotgun, Rifle, Sniper, Rocket Launcher) each time they play.
Enemy AI and character animation are two of my weakest strengths, so I decided to focus on them for the remainder of the time I worked on this. I managed to come up with a workflow for animation that seemed easier for me to understand than most of my previous attempts. I did the enemy modeling, skeleton, and weight painting in Blender, then brought it into Unreal and set up the control rig. I then made all of the enemy animations directly in Unreal, and for some reason it made much more sense to me than animating in Blender.
Another thing I was happy with, albeit something small, was the gun magazine in the HUD. I made a simple UMG animation of the magazine dropping off screen and then returning during reload, but one of the gun stats is ReloadTime, and each gun has a different value. I wanted the UMG animation to match the time of the reload for each gun, so I ditched the UMG animation, and instead, lerp'd the position of the HUD's magazine elements based on the reload alpha in the gun blueprint. So now they match perfectly and automatically, even if I change the gun reload times while balancing.
Overall I was pretty pleased with the results of this months project. I managed to get a complete game loop implemented, and it's pretty fun and stressful to play. I wish I had some more time for more audio and maybe a ranged enemy, though.
I was able to get the logic for the basic mechanic implemented pretty quickly, and set up the each of the 6 guns stats using data assets. This allowed for easily playing with different values in order to balance the weapons. I also implemented multiple spawn locations for the Levers so that each time a round is played the levers are in random locations. Gun loadout is also randomized, so the player gets 2 random guns (Pistol, SMG, Shotgun, Rifle, Sniper, Rocket Launcher) each time they play.
Enemy AI and character animation are two of my weakest strengths, so I decided to focus on them for the remainder of the time I worked on this. I managed to come up with a workflow for animation that seemed easier for me to understand than most of my previous attempts. I did the enemy modeling, skeleton, and weight painting in Blender, then brought it into Unreal and set up the control rig. I then made all of the enemy animations directly in Unreal, and for some reason it made much more sense to me than animating in Blender.
Another thing I was happy with, albeit something small, was the gun magazine in the HUD. I made a simple UMG animation of the magazine dropping off screen and then returning during reload, but one of the gun stats is ReloadTime, and each gun has a different value. I wanted the UMG animation to match the time of the reload for each gun, so I ditched the UMG animation, and instead, lerp'd the position of the HUD's magazine elements based on the reload alpha in the gun blueprint. So now they match perfectly and automatically, even if I change the gun reload times while balancing.
Overall I was pretty pleased with the results of this months project. I managed to get a complete game loop implemented, and it's pretty fun and stressful to play. I wish I had some more time for more audio and maybe a ranged enemy, though.


Nuclear Fishing prototype
During March 2025, I decided to challenge myself by attempting to build a Nuclear Wasteland Fishing prototype. I had never made a fishing game before, and ran into some interesting obstacles I had to overcome.
In the game, there are several fish of varying rarities that can be caught, then there is a secondary rarity that determines the color of the fish, and a third that determines the weight of the fish. All 3 of these are decided by distribution curves to keep common rarity more common, up to legendary rarity being less common.
One of the obstacles I faced was with wanting to change the colors of the fish. While I could have made several textures for each fish, or just multiplied different colors depending on rarity, I wanted something different. I ended up figuring out that I can create linear color curves, add those to a curve atlas, and apply the different color curves to the fish body depending on the selected rarity. I was pretty pleased with how the system worked and will probably be doing something similar in future projects.
In the game, there are several fish of varying rarities that can be caught, then there is a secondary rarity that determines the color of the fish, and a third that determines the weight of the fish. All 3 of these are decided by distribution curves to keep common rarity more common, up to legendary rarity being less common.
One of the obstacles I faced was with wanting to change the colors of the fish. While I could have made several textures for each fish, or just multiplied different colors depending on rarity, I wanted something different. I ended up figuring out that I can create linear color curves, add those to a curve atlas, and apply the different color curves to the fish body depending on the selected rarity. I was pretty pleased with how the system worked and will probably be doing something similar in future projects.
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