Unnamed UE5 Spaceship Game
This is definitely a bit of a personal story. The summer of 2023 had not been easy for me - my mother was diagnosed with Stage 4 cancer of the stomach in April, and I was part of the massive layoff that occurred at Relic in late May. Now unemployed, I was able to help my family take care of my mother as she rapidly deteriorated over the next few months. Concurrently, I took up learning Unreal as a way of coping and to have a creative outlet - it helped me work through the stress and uncertainty and proved to be a very theraputic activity especially after my mom passed away. In addition, I feel that knowing how to work with Unreal would be a useful skill as so many industry teams use it as a tool in their workflow.
Once I had the basics of Unreal down, the decision about what exactly to make as a focused project was helped along by a friend who told me, “Just make the kind of game that would make you happy to play.” I decided to go make a spaceship game, because I was in sort of a nostalgic mood for Homeworld as Homeworld 3 would be coming out next year and I was looking forward to it and Homeworld was my original inspiration to take game development seriously as a career. As such I am utilizing a free model from Sketchfab, a Homeworld 2 frigate (fitting, as HW2 was the first dev credit I had!).
The result was that I managed to use Unreal Blueprints to put together a simple space ship game fairly rapidly. Some of the features it currently has:
I cobbled together a spaceship thrust and vector system from tutorials, and managed to fix an infinite speed bug
Working (mostly) turrets and a way to unlock them for manual aiming in a “tactical" mode”
Via Components, a damage model that can take into account what kind of damage is being applied to something, and also what kind of damage something can cause to others. This provides a helpful framework for making more weapons in the future
Via Components, a health tracking system
Destructible asteroids that break into chunks (using the physics system inherent to Unreal) and a random asteroid spawning system
Player spaceship ambient audio that gets stronger the closer to the spaceship the player zooms in. I grabbed some audio of a carrier’s bridge talk and ambience, distorted it, and layered on additional random radio static and voices. Then I applied it to Unreal’s built in audio attenuation system. People who have seen what I’ve done remark it added a lot to the “life” of the spaceship
Basic particle system by the engines to simulate engine glows and trails
A framework to store information for additional ship classes that can be duplicated to account for other factions beside the player’s - useful for stats and menu screens
Placeholder HUD that shows the current speed of the ship.
Simple menu flow that allows the player to start a new game, get a briefing, select a ship, get into a simple level, access a pause menu that can quit the game or exit back to the main menu (and also quit from there as well).
Simple targeting system for targeting closest target, with UI for indicating target and text displaying basic information about the target