Nicolina Åkerfelt
Game Design & Scripting
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SuBow

SuBow.png

SuBow

Roles: Game Designer, UI Designer, Scripter
Time: 2 weeks
Team Size: 4 Designers, 4 3D Artists
Tools: Unreal Engine 4
Contribution: Gameplay Design, UI Design, UI Scripting


Contents


About

SuBow is a local multiplayer game for 2-4 players.

Using elements from both sumo wrestling and archery, in SuBow you knock your friends out of the wrestling ring and off the mountain-top using your arrows to gain points!


SCRIPTING


Player Selection

In the player selection, it is decided how many players will be playing, and which controllers are active.

In sumo wrestling, the wrestler's fists must touch the floor before the match starts. This is what we decided to do in SuBow as well.
When pressing the triggers of the controller,
the corresponding fist will be activated.

 

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The game cannot be started until more than two players have joined and readied up.
When one of a player's fists is down, the player will has joined the game, but to ready up both fists must be activated.
The players and their corresponding controller number is then saved in a game instance,
which information can be reached through both the menu and the game levels.

This is all done through a widget bluescript, meaning that the usual input nodes are not usable.
Therefore, every player's trigger input key presses are checked through branches in the "Check if player will join or ready up"-blueprint.

Main Loop Blueprint

Check if Player will Join or Ready Up Blueprint

Switching Images Blueprint


UI Design

I designed and implemented the in-game heads-up display, as well as the results screen which shows the scores of all players.
The score’s font colors depend on the corresponding player. Images of the players’ characters are always shown beside their score,
so that they can easily tell which score is their own.

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Logo Animation

Using the different parts of the game’s logo, I was able to make an animated logo for the main menu.
Using the Timeline, timed the different motions by changing values in the image’s Transform.

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