For one of my modules, we were tasked to create an interesting gameplay mechanic, which could be inspired by a Game, which I took inspiration from the series, Titanfall, specifically Titanfall 2.
I programmed this in C++, using Unreal Engine 5.
There are a few games which have an implementation of wallrunning mechanics for first person,
such as one of the Call of Duty Black Ops games, which includes a much simpler version of
wallrunning, Titanfall and Titanfall 2. The purpose of my project was to build a movement
mechanic (which I programmed in a component in order for it to be reapply-able to other players)
which imitated the movement system of Titanfall 2 so that I could investigate how wallrunning
would be implemented as it’s one of the few mechanics which I found more challenging to think
about how it would work in my head (eg detecting a wall, sticking to the wall, jumping off a wall
etc). And something which could then be improved later upon in this modular system of being
programmed within a component.
The project has the essentials to movement mehanics, it includes wall running, boosting off a
wall, jumping off a wall in quick succession, sticking to walls, retaining momentum after leaving
the wall, sliding, staying on a straight path on the wall, wall running on both the right and left
sides. This component could be inherited upon and additional implementation or tweaks could be
made, for example if a player would have different properties because they have some sort of
“supersuit” or could be used in conjunction with an extra movement handler which could add
double-jumps, ledge clinging. The movement handler is designed to be applicable to more than
one player if required later down the line.
I found that this was a fun project to do and it helped me learn something new, especially the Enhanced Input System as I saw this project as a good opportunity to learn that in addition too.