Welcome to our Unreal Editor for Fortnite (UEFN) portfolio, showcasing two unique game maps we have developed:
- Collaborators:
A fast-paced twist on the classic game of tag, where guns are your tagging tool. In TNT Tag, players shoot to tag each other, passing on the "it" status. The goal? Avoid being the tagger when the timer runs out. Players who are "it" at the end of the round are eliminated and enter spectator mode, while the remaining players continue. This cycle repeats until only one player is left standing to claim victory!
Voting System:
-
Overview:
- At the start of the game, all players can vote for the weapon they want the taggers to play with
-
Logistics:
- Using analytics device to calculate player trends and behaviors for which weapon selections are liked by players
- Utilizing data from analytics to plan for future changes to weapon selection
-
image of the weapon voting system in spawn
-
image of the pie chart of weapon selection in analytics page
Tagging Mechanism:
-
Overview:
- Tagger has an explosive bomb as a head and posesses a weapon
- Tagging someone else removes them as a tagger and changes them to a runner
-
Logistics:
- Accomplished by dynamically detecting damage recipient and instigator for changing player classes & teams
- Utilized niagara effects for attaching the bomb to the head
-
gif of a tagger tagging someone else and then getting tagged back
Custom Game Rounds:
- Overview:
- Created our own "quick-reset" round system instead of using the slow build-in round ending system
- Pros of our system over build-in feature:
- Gameplay doesn't stop after tagger timer runs out
- New taggers are assigned instantly
- Avoids hard reseting of the island states
- Cons of our system over build-in feature:
- NONE :)
- Logistics:
- Scripting in Verse for game logic of role assignment and game progression after each round
- Resetting proper game features for each round to simulate the same rounds in a different game state
Win Condition:
- Overview:
- Last one standing wins! Simple as that
- Logistics:
- Keeping track of all players according to team, role, and class using map containers
- Using map over array because we want to dynamically change the team, role, and class of players
Cinematic Sequence:
- Overview:
- When a player has won the game, a cinematic sequence shows everyone a podium with the winner
- Logistics:
- Using a cinematic sequencer to create a custom scene for displaying the winner
Custom Player Class in Verse:
- Logistics:
- Allows for easier management of player data and coding our game logic
- Keeping track of each player's info such as team, role, and class
In this intense, team-based strategy game, two teams battle to control the battlefield across three lanes. Push The Point challenges teams to capture control points in each lane. Once a team captures all the points in a lanes, it comes down to the battle between two lanes, and those lanes become a warfare, pushing the action to see who can claim one of the two final lane. Success relies on teamwork, strategy, and quick decision-making as teams strive to dominate the arena.