Expanding gameplay upon the core

Since my last update of my endless runner game, I expanded the main mechanics with a charge ability to smash through new breakable boxes spawned on top of the platforms, and added an automatic slowdown ability to help with survivability. I also created an editor function in Unreal to assist me in visualizing the spawn sequences of the platforms as the complexity of designing them increased. A bunch of new visuals and sound effects were finally added to enhance the experience of the game. Starting with a breakable box prototype I introduced the breakable boxes in my game to provide…

Controlled randomness in endless runners

I’ve been working on an endless runner in Unreal where the main control utilizes the rotation of a mouse scroll wheel or touch-drag movement to move platforms and bridge your character through the course. One thing I noticed right away through prototyping was that true randomness was not fun at all and just seemed hectic and frustrating while also being hard to calculate the possible paths that the player can accomplish. I’d never want the player to feel like there was no way to continue in their run because a block was impossibly far, that’s a great way to get…