Aydin Afzoud
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Pac-Man progress part 5, working AI

26/7/2018

 
Implemented a simple AI that wanders around the maze, killing the player on overlap.
Not as advanced as the original Pac-Man AIs but I'm not making a replica of that game, just learning Unreal 4. 

Pac-Man progress part 4

24/7/2018

 
Implemented: 
  • Player death
    • Respawning PL at designated respawn position
    • PL death animation
    • Stripping PL of all powerups on moment of death
  • Random respawn of fruit power up
  • Pellets everywhere!
  • Teleporting player in the warp zones

Effects look like crap, but that's because they are butchered versions of the Infinity Blade effects. When I've learned Cascade I'll replace them with something better. First functionality then polish!

Pacman progress, part 3

22/7/2018

 
Continuing the course, and thus continuing the Pac-Man project.
  • Player movement, controls and animations implemented
  • Game camera position and animation
  • Logic and functionality implemented for: 
    • pellet
    • power pellet
    • bonus fruit
    • speed boost 

Pac-Man part 2

14/7/2018

 
We have a full level, materials, enemies, audio, pellets, power-pellets and lots of component blueprints.
Time to implement some game logic.
Picture

Pac-Man project in Unreal Engine 4

12/7/2018

 
I keep going at it with blueprints and UE4... To get more skills and become even more familiar with UE I've enrolled in a course, the point of which is to work with different aspects of Unreal 4 and to create a simple arcade game. So that's my goal now: Pac-Man from scratch. Complete with AIs, HUD, Top Scores, Load/Save games, effects etc.... I'l chronicle how it goes. The playing field is starting to take shape
Picture

    Blog

    The blog of Aydin Afzoud, Senior Game Designer at MachineGames. 

    I upload stuff every now and then, mainly to keep a record. 
    ​
    My opinions are my own and not those of my employer. 


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