CritterEats
Project informations
- For course: game creation
- Engine: Unreal Engine C++
- Teammates: Tamara Antoun, Lauriane Bouchard, Maxim Boudreau, Laurianne Chasse, Guillaume Cloutier, Lorik Gauthier, Maggie Li, Emily Paulet, Tristant St-Arnaud, Emmanuelle Tremblay, Axel Bureau, Tianchle Chen, Adam Maps, Yanis Reynaud, Victor Vieux-Melchior
- Project date: March 17, 2025 – Present
- Project URL: itch.io/critter-eats
Deliver food as a skunk in the sewers—fast, careful, and smelly.
A cozy, low poly sewer world soft lights, tiny details, and a bittersweet charm. Beneath the grime, a quiet warmth follows a skunk on a gentle, redemptive path.
Tasks
Delivery Spawn System
In Critter Eats, I created a spawnpoint system to manage delivery locations throughout the map. Each SpawnPoint actor visually indicates a valid area where deliveries can appear. A central SpawnManager handles delivery spawning by randomly selecting one of these points, ensuring variety and replayability.
Time-Limited Deliveries
To add challenge and urgency, I implemented a time-based delivery mechanic. When a delivery is spawned and picked up by the player, it contributes to their progress. If it’s not collected in time, it automatically disappears, encouraging players to act quickly and plan efficiently
Real-Time Progress Feedback
Each delivery comes with its own progress bar, visually indicating the remaining time before expiration. I updated these progress bars in real time, giving players clear feedback and enhancing the overall pacing of the game.
Collision Bug Fix
During testing, I identified and fixed a bug where spawnpoint collisions were interfering with gameplay. By disabling these collisions, I ensured that delivery spawning and player movement were no longer blocked by invisible objects.