This game was created during term 5 of 6 during my schooling at TFS. Even more
specifically, this was made for physics. Over the course of the term there was probably
3-4 games in active development at once. A lot of mental fog to juggle all throughout.
Needing to switch mind sets entirely each time I'd switch to developing a different game,
needing to reexamine how everything was done, and try to forget all the details of the
other projects in the work.
The goal of this mini-game was to get somewhat familiar with how Unreal Engine handles
different aspects of physics. And how to interface with those to create features within
the Game Engine.
The damage that gets dealt to the ship is a formula that bases it on the ships
velocity. That way the faster you go, the more damage the ship takes, and vice versa.
If you are careful and were to fly around very slowly, you could in theory hit every
surface and be totally fine. So long as it was actually just gentle love tap.
There were also pickups as well to allow for health to be regained,
healing by 20% of max health.
While I was developing this game, the Alice In Public Domain was also in full swing.
So I decided that the fastest option would be to use a very similar system to what I
was already using within Alice, CommonUI. And stacks. Though I only needed one
stack since this was a very simple project.
It was fun however to mess around with the Animations tool to make some
animations for the menu. Sliding them around and sheering the buttons.