Rocket Race
Primary Role: Sole Developer
Development Time: January 2017 - May 2017
GitHub: https://github.com/KhaosComplex/Rocket-Race
Engine: Unreal Engine
Platforms: PC, Mac, Linux
Download: Google Drive Download
Controls:
Rocket Race is a full featured multiplayer game being developed solely by myself (Alexander Greenstein), with art and assets by Derek Zhang, and other various Assets from the Unreal Marketplace. The objective is to get to the waypoints as soon as they spawn before any other player. Fire your rockets, use your powerups, boost around with your rocket jump, do whatever it takes to hit that waypoint before anyone else.
Over the course for 5 months I learned and implemented:
- Unreal Engine 4, Blueprints, Physics Assets, Landscaping, Level Design, C++ UE4 Classes, Blender/Mesh/Materials
- Using Nvidia's vehicle component, set up a RocketWheeledVehicle base class
- Designed and implemented the blueprint (scripted) base classes and extended classes for all vehicles
- All classes expose functions and variables to the editor in a clean manner so that designers can modify the game without having programming experience
- Created a effective auto flip feature so that vehicles always end up upright eventually
- Set up the particle and sound effect system for vehicle driving and collisions
- Set up all the projectile class logic
- Designed a fluid aiming system for the rocket launcher on each vehicle
- Designed a powerup system that's applicable to all vehicles and other actor classes (made a component)
- Continuously tuned the physics of both the world and the vehicles to get a game that felt and played nicely
- Built the game with a multiplayer first mentality with secure server/client logic. The game is FULLY playable online.
- Used efficient bandwidth principles to make sure the game runs silky smooth even on low internet connections
- Implemented game matching through Steam
- Built the game element logic for objectives, objective managers and scoring
- Built the UI, menus, and HUD for the game (Used some marketplace assets for better presentation)
- Built the game element logic for objectives, objective managers and scoring
- Strong use of 3D math and physics to get tilting, collisions, and projectile explosions feeling smooth
- Powerful use of C++ and Blueprints to make a efficient and easy to use class hierarchy for each object in game.

A small example of some of the base vehicle blueprint code. (as this is a college project, my coding standards have definitely improved since)
