RETRO ROCKETS

Loading image, please wait..

Internship - Retro Rockets

Platform:
PC (Steam)

Engine:
Unreal Engine 4

Language:
Unreal Blueprints (C++)

Tools used:

Unreal Editor

Duration:

5 month internship (Sep 2018 - Feb 2019)

Team size:

7

Current status:

  • Available for purchase on Steam

  • Kickstarter campaign launched!

Roles:

  • Technical Design on an online Multiplayer game

  • Responsible for Interactable Objects, Combat, and button prompts

  • Designing & working out game systems

  • Implementation of new game systems and mechanics (UE4 Blueprints) 

  • Bug Fixing and improving existing systems of the game

Game Description:

Retro Rockets is a retro-future multiplayer game where you hunt Retronauts and de-orbit space stations as Destructo! Or play as the Retronauts and work together and defend against Destructo by enabling the security systems that will make the killer robot rest in pieces.

During my internship, my main design tasks included:

  • Designing interactable environment objects, pitching for approval and then creating and implementing them 

    • Vending Machine​

    • Healing core

    • Team interaction objects (ended up being just the battery insertion)

    • Proximity audio objects

  • Improving the combat system, specifically by adding features to the stab sequence. I made the addition of
    Quick Time Events and the Retronaut Struggle sequence, as well as finding solutions to many edge case bugs of the stab

  • Sound design for any of the systems or objects I created

RetroPitches.png
RetroOnePagers.png
RetroStabRework1.png
RetroStabRework2.png

Technical Design

Technical Design / Blueprinting work

As a Technical designer, I worked on four main Blueprinting tasks throughout my internship:

  • Creating Environmental Interactables: Healing Core, Magnets, Vending Machine and Proximity Audio

  • Creating the stab struggle sequence with Quick Time Events, including UI and sound work

  • Bug fixing all edge cases and networking problems within the stab system

  • Creating a system for button prompts throughout the game

If GIF fails to initialize, please right click > reload frame or refresh the page

Image: Healing Core interactable

If GIF fails to initialize, please right click > reload frame or refresh the page

Image: Several types of magnet prototypes

Images: Placement of interactables in the level

If GIF fails to initialize, please right click > reload frame or refresh the page

Stab bug fixes & refactors

I solved the following major bugs in the stab sequence during my internship

  • Destructo falling through floor when stabbing in elevator

  • Retronaut being stuck inside geometry when stabbed while on raised platform or object 

  • Destructo being able to keep stabbing while stunned

  • Camera of Retronaut getting stuck when Destructo is stunned right after commencing stab

  • Retronaut and Destructo being stuck in the air when stabbing in-air or on an elevator

  • Various networking/replication problems in the stab sequence

If GIF fails to initialize, please right click > reload frame or refresh the page

Stab struggle & QTE system

I designed and created the stab struggle sequence

  • When stabbed, Retronaut has some time to decide whether to struggle, call for help, or use nothing

  • Any action performed uses up stamina (struggle time)

  • Succesfully escaping causes a temporary buff on the Retronaut, debuff on Destructo, but provides a permanent stamina debuff to the Retronaut (their maximum stamina is lower for the rest of the game, which makes stamina actions like repairing and sprinting more difficult)

  • Failing an escape results in an instant death

  • Retronaut can only escape 2 times before the struggle option gets locked

  • Struggle sequence is more difficult if Destructo uses back stab or charge stab, or Retronaut has less stamina

If GIF fails to initialize, please right click > reload frame or refresh the page

Button prompt system

I created a quite flexible button prompt system, which is used in a variety of places throughout the game, such as within the Quick-Time Events and any of the hint buttons that show up for interactions and examine messages.

 

 The button prompt system makes use of the Unreal data tables and a custom UMG Widget I created. It supports showing keyboard/mouse as well as xbox 360 buttons.

The image below shows the button prompt being used for various interactions.

© 2019 - Goran Xaverius de Ruiter, citizen of the Netherlands.

  • LinkedIn Social Icon
  • d21fa275b6592fb7
This site was designed with the
.com
website builder. Create your website today.
Start Now