Can you reach the end?
Burned at the Stake is a roguelike shoot-'em up with a dark victorian and steampunk visual layer about two unlikely comrades, a witch and an alchemist, and their escape from the village. The villagers, crazed by the ravings of the local priest, charge the carriage the protagonists stole with zealous fervor.
Escape from the inner village, to the outskirt farmland and upgrade the carriage with both magic and technology.
My contributions in UI
One issue that I pretty quickly ran into was Unreal's limited button. Each button could only be bound to one function, meaning that in the upgrade menu, made up of 6 different upgrades, I would have to create one function for each of them. This felt like a really poor solution so I programmed my own button on top of Unreal Engine's default. This button could send itself as an argument on all events
This way I only needed one function with the button as an argument to determine which one had been pressed.
The visuals for the UI are subscribed to events sent by each button, considering the mouse hover, unhover and clicked state. This refreshes the UI with the new state, removing color from previously hovered icons or changing the highlight.
Info
Burned at the Stake is one of the projects I worked on at Futuregames in 2024.
It's a roguelike shoot 'em up game made in Unreal Engine over a period of 7 weeks in a team of 14 people.
I was responsible for the skill tree and its UI elements as well as between-level permanence.
After finishing one level the player is able to pick from one of 6 upgrades that are permanent upgrades to their character. It is this system that I worked on for the majority of the time spent on the project.
Reflections
This was my first time creating a full game in Unreal Engine and the first time using the UI widget system. I was more familiar with C++ than blueprints so I used the UI designer to place elements but bound them all to functions in C++.
C# | C++ | Unreal Engine | Unity | Perforce | Git
contact@jakoblindelof.com