Seas of Power - Level Design And Blueprint Scripting

Movable_Boat_Character: This is the player controlled ship. It has 2 movement modes, WASD and click to move. Click to Move is the default movement which is used when the player is not in combat. All they have to do is click anywhere on the screen and the

Movable_Boat_Character: This is the player controlled ship. It has 2 movement modes, WASD and click to move. Click to Move is the default movement which is used when the player is not in combat. All they have to do is click anywhere on the screen and the

BP_Ports: This one blueprint is repeated for every port on the map, with variables that specify port name, team and if it will spawn enemies. In neutral ports the player only has to enter its radius to capture it, once it verifies this it will change flag

BP_Ports: This one blueprint is repeated for every port on the map, with variables that specify port name, team and if it will spawn enemies. In neutral ports the player only has to enter its radius to capture it, once it verifies this it will change flag

WBP_SOP_UI: This is the UI Widget Blueprint that handles all of the in-game UI, including the minimap. When the game starts the UI presents the player a short message on the left with the controls and their first objective. As the player progresses new me

WBP_SOP_UI: This is the UI Widget Blueprint that handles all of the in-game UI, including the minimap. When the game starts the UI presents the player a short message on the left with the controls and their first objective. As the player progresses new me

Gameplay Video

This is a game demo I created for a assignment that entailed taking an original board game we created early in the course into a Digital game. This was a group project, but I handled everything in engine including level design, blueprint scripting, etc. I did not create the Boat or Port Models, or UI art assets (I did create their blueprints though.

For this project all we had to do was show a short snippet of the actual gameplay, which is why we only interacted with 4 ports in the video displayed here.

Their are various blueprints in this game, but the most important ones are:
Movable_Boat_Character: This is the player controlled ship. It has 2 movement modes, WASD and click to move. Click to Move is the default movement which is used when the player is not in combat. All they have to do is click anywhere on the screen and the boat will travel to its location by using a linetrace based on mouse world location, it also rotates the ship to face the direction it is traveling. WASD simply moves the boat forward or back and rotates it, this mode is enabled only during combat. This blueprint also fires the cannons giving the cannon ball projectile a target based on mouse position, working in a similar fashion to the click to move system.

BP_Ports: This one blueprint is repeated for every port on the map, with variables that specify port name, team and if it will spawn enemies. In neutral ports the player only has to enter its radius to capture it, once it verifies this it will change flag color and tell the UI blueprint to update the minimap with the new color. The ports may also spawn 2 enemies that the player must defeat to capture the port, again updating the UI on completion.

WBP_SOP_UI: This is the UI Widget Blueprint that handles all of the in-game UI, including the minimap. When the game starts the UI presents the player a short message on the left with the controls and their first objective. As the player progresses new messages will pop up on the left giving them hints on what they should do. The minimap constantly updates the player's position (green arrow), this is calculated by using the environments dimension and the minimap's texture resolution. In a similar fashion Ports and enemy locations are placed on the map.