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Week 5 - Setting Up Github and Adding New Mechanics

  • Writer: Patrick Sharpe
    Patrick Sharpe
  • Nov 8, 2021
  • 3 min read

Setting Up Github

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So in this week, I decided to take a step back from making level designs and adjusting the UI flowchart and instead focus on setting up GitHub. Originally Github was meant to be set up in week 4 however, the team was getting carried away by making the basic parts of the game to ensure a playable game to test.


GitHub needed to be in place for the whole team to work on one project instead of having various versions scattered around. Not having only one project would cause an influx of problems and waste precious time on the development of the mobile game project.


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I initially set up GitHub on the project that was given to me and with the help of my lecturer and looking at youtube tutorials. However, problems arrived when it came to helping other team members to link up to the Github repository due to various reasons:

  • Using the wrong Unreal Engine 4 version

  • Not installing Git LFS and Git SCM

  • Implementing mechanics on their project instead of Github project

After I set up Github and it was working, there was a problem uploading Johnny's latest version of the project so we instead had to create a new repository for his version which would be the only project version we would use.


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Adding New Mechanics


New Zombies and Human Types

For this instance, the models for these zombie and human types are used for model placement made by Johnny (Leader) and should be changed due to the new concept art from Scott (concept artist).


Captain

This zombie type would be very expensive to buy as it is due to his perk being able to infect humans in a small area by the use of his controlled plane dropping infected bombs. This perk would last at least 5 seconds but will need to be tested when implemented as it sounds to be very overpowered and will need to be downgraded. The captain's health is quite low which could change during testing.


Crusher

This zombie type would be very expensive as it is by far the most overpowered zombie to use as it is very strong, has a lot of health and the perk makes the zombie charge through humans and causes a lot of zombies. This perk would have a delay of 20s so that should push the player to use the perk at the right time to cause more damage to the humans.


Nurse

This human type was added to counter the crawler as the nurse's perk can revive turned humans which can kill a lot of zombies in the process. The nurse does have a lot of health so killing her can save a lot of zombies however her damage is average compared to other human types. there would be only one nurse in the first level but could increase in level 2.


Guille Guy

This human type was added before and then was removed because we didn't know how to make him not become overpowered. After having doubts if the game would be fun, we decided to bring it as I couldn't think of another human type that could hide in plain sight aka bushes. This human type would mainly be in the forest area of the map.


Map Navigation


We decided to use buttons as a way for the player to move around the map because it was the easiest way for Johnny to program it in UE4. the right button would move the camera right as presented in the screenshots and the left button would move the camera left. However, if we would expand the map up or downwards, it would mean we would have to add buttons on the top and bottom centre of the screen.


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