Blueprints bootcamp!
Wao. If Unity was the ying, Unreal Engine would definitely be the yang, and for two main reasons ; blueprints and.. just the engine itself. Unreal engine is a lot more complete. You have options for everything. On the other hand however, I feel like Unity only implements the things you need. I haven't used UE4 enough so far to give an "honest" opinion but, so far I prefer Unity. Programming C# is a lot more entertaining that doing blueprints or coding some C++ and to top that, as said earlier, Unity's simplicity makes every task more.. convenient.
This game was created with 3 friends, I was charged with my least favorite task which was, AI and animations. Well.. it's part of the game!
The main map is composed of four arena. One arena created by each people in the team. One of those arena consists of doing at little bit of parkour, another one is more about taking down an AI, another one is about finding the right combination of button, and the last one is about interacting with cubes.
Now, some of my work. The first AI's named Mousey! To kill him, you need to jump on its head. Though it won't be easy to take him down, it knows karate!
This is cactus! Mousey's scrub. Don't get too close to it or its sharp thorns will kill you instantly. (and you won't respawn, there's a bug)
And here you have a behavior tree. It takes care of managing how the AI behaves. This one is extremely basic.
Here a basic blueprint that takes care of spawning boulders at random locations. They would then roll down a slope that a player has to climb to get a new super power. But this trap wasn't implemented as it required modifications on the main character. Modifications that would've taken too much time.
Talking about main character, here is the blueprint driving the main character!