I've wanted to build a Starfighter sim for a while now. I've also wanted to mess around with VR, so this is the project I've decided to spend some time with.
A lot of the code is not production ready, as it's intent is to try a lot of different things (control schemes, HUD options, etc). I also expect there to be a mix of C++ and Blueprint code, depending on need.
Currently works with Unreal 4.18.3
The best branch to work from would be dev.4.18.3
. It has been 'tested' and confirmed to work. Master
is still a work in progress (I know, it should always be stable - but I pulled the repo from Perforce's Helix server before it went down and I never had a proper chance to get everything situated correctly).
There are two maps to work from: Startup
and Parkinglot
. Startup
is the main menu level and Parkinglot
is nothing more than a test for VR and starfighter control.
Movement is controlled currently by the mouse and keyboard.
Use W
and A
to accelerate and deccelerate. 0
to come to a full stop.
The are assets aren't mine. They're from a gentleman who posted his models for a Star Wars Battlefront title he was working on a while ago. You can get the full details in the raw.zip
file. TODO: Add the appropriate links to his work here.
The main Pawn for visualizing your starfighter around. It's essentially a container for the visualization components as well as the camera and mover components. That class does not actually perform the movements, but gives the appropriate commands to the mover.
This component defines how to move our starfighter. Different starfighters should derive from this to define their own custom movement behaviours.
- Lasers
- Add in the mesh for laser emitters
- Laser effects
- Lasers collide with targets
- SFX
- Startup Menu
- New Startup level
- Menu for selecting VR mode
- Proceed to the test level
- Pause Menu
- Return to main menu
- Return to game
- HUD
- 2D
- Show velocity
- Show Targeting reticle
- 3D
- Show velocity
- Show Targeting reticle
- Positioning of camera
- Head placement exposed via Blueprints
- 2D
- Turrets
- Models
- Simple AI for tracking
- Turrets to fire back
- Different laser effects for turrets.
- Asteroids
- Proper collision
- Handle collision in VR in a manner that doesn't cause the player to vomit.
- Better movement control
- Gradient speeds (0%, 25%, 50%, 75%, 100%)
- Joystick Control
- Shields
- Shield effects
- Shield management