RISHI PATLOLLA
GAME DESIGNER/ENVIRONMENT ARTIST
ENDLESS RUNNER
ROLE
Independent
DESCRIPTION
Worked on creating a few blueprints for a prototype of an endless runner. Using free marketplace assets, I created this prototype and implemented character controller, collision detection and physics engine to support the character.
YEAR
2022
GENRE
Endless Runner
Engine
Unreal Engine
Controls
WASD - Move
Shift - Slide
Spacebar - Jump
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1. Game Mode Logic
The Game Mode Logic serves as the central hub for the endless runner system. It handles the progression mechanics, such as increasing the game speed and managing player collisions with obstacles like cars and signs.
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Speed Increase: The blueprint gradually increases the game speed as the player travels farther, adding to the challenge and intensity. This is achieved by dynamically adjusting a "Game Speed" variable tied to the movement system and spawning logic.
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Obstacle Spawning: The logic uses a timeline or interval-based system to spawn obstacles (cars and signs) at set points. The distance between the obstacles is adjusted based on the current speed, ensuring the pacing remains challenging but fair.
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Police Officer Logic: When the player collides with an obstacle (car or sign), the blueprint triggers a "Police Proximity" variable. On the first collision, the officer gets closer, represented visually through a camera shake or zoom effect. On the second collision, the blueprint ends the game by triggering a "Game Over" state.
2. Player Character Logic
The Player Character Logic handles the player's interactions with the environment, such as jumping over cars, sliding under signs, and collecting coins.
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Jumping and Sliding Mechanics: The blueprint includes two primary input actions—jump and slide.
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Jump: When the player presses the jump button, the blueprint triggers an upward movement using physics or animation, ensuring the character clears cars.
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Slide: Pressing the slide button lowers the player’s collision box and activates an animation that allows them to pass under signs.
A key part of the blueprint is detecting whether the player successfully performed the required action to avoid the obstacle. If not, it sends a collision signal to the Game Mode Logic.
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Collision Detection: If the player hits an obstacle, the blueprint communicates with the Game Mode Logic to update the police officer's proximity or trigger the game-over state.
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Coin Collection: The blueprint uses overlap detection to register when the player collects coins. While coins don’t have context yet, the system updates a "Coin Count" variable, which could later be used for in-game rewards or leader-boards.
3. Environment Logic
The Environment Logic ensures the game world feels dynamic and endless.
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Tile Spawning and Recycling: The environment consists of modular tiles that are spawned ahead of the player and recycled behind them. The blueprint continuously checks the player's position and spawns new tiles accordingly, creating the illusion of an infinite track.
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Obstacle Placement: Obstacles are placed on each tile, ensuring randomness while maintaining a balance between difficulty and play ability. The placement logic adjusts based on the game speed, making obstacles appear closer together as the game progresses.
4. Police Officer Logic
The Police Officer Logic handles the chase mechanic, adding a layer of tension to the game.
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Proximity Scaling: The blueprint updates the officer’s position relative to the player based on collisions. Each collision decreases the distance between the officer and the player, visualized through animations or a distance meter on the UI.
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Game Over State: If the player collides with a second obstacle, the blueprint triggers the police officer's "catch" animation and communicates with the Game Mode Logic to end the game.
5. Coin System Logic
The Coin System Logic handles the collectible mechanic, even though coins currently don’t have a specific purpose.
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Spawn Logic: Coins are spawned in patterns on the environment tiles, often placed in high-risk areas to encourage skillful play (e.g., near obstacles).
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Collection Logic: When the player overlaps with a coin, the blueprint increases the "Coin Count" variable and plays a visual effect (e.g., a sparkle or glow) and a sound effect for feedback.
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Future Integration: This logic is built to allow future use, such as unlocking skins, boosts, or other rewards.
How It All Ties Together
The blueprints work together to create an engaging, fast-paced game play loop:
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The Game Mode Logic increases the difficulty over time and manages the consequences of collisions.
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The Player Character Logic ensures the player has responsive and rewarding controls for jumping, sliding, and collecting coins.
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The Environment Logic creates an endless and dynamic world to sustain the player’s immersion.
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The Police Officer Logic adds a sense of urgency, motivating players to avoid mistakes.
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The Coin System Logic provides an additional layer of challenge and potential rewards to keep players engaged.
Let me know if you'd like more depth or specific adjustments!