Developed in Unreal Engine 5.2 using Blueprints
"Rebound Rivals is a PC couch co-op chaotic vehicular sports game with bouncy physics that I developed as a part of my Final Year Team project which is planned for release on STEAM. The gameplay is inspired by Rocket League combined with Air Hockey with additional features like traps and power-ups inspired by Robot Wars."
My contributions to this project include
Allowing for Air Hockey like sliding and bounciness
Framework for 4 or 2 players without latency
Spearheading development to inspire my team
Throughout the development of Rebound Rivals, I was responsible for the designing, prototyping, and development of the core structural pillars of the game while leading my team through the project with a clear vision. I succeeded in making a local multiplayer game with bouncy physics and movement that mimicked that of Air Hockey.
Key problems and solutions
We needed a reliable movement system that emulated Air Hockey:
I experimented with the character movement component and discovered that I could modify its friction and gravity to create the effect we needed, the limitation of this component was that it only worked with cylindrical or spherical characters, thankfully our tanks were already planned to be spherical.
We needed a consistent physics system that would allow for bounciness:
I decided to avoid simulated physics as these can be inconsistent, so I opted for my bespoke system that would detect collisions against different surfaces and objects and launch the target in a direction opposite to the impact vector at a speed relative to the impact velocity to effectively create a bounce with consistent predicate behaviour that could be modified by variables.
We needed a quick way for the team to build and test arena designs:
I developed a tool that would allow for the creation of arenas it utilised a grid-based chunk system where each tile could be swapped with all the variations of walls, floors, and traps respectively by changing exposed variables on the blueprint.