A prototype game with a simple "Endless Runner" mechanic. The character constantly runs forward, the player jumps/avoids obstacles and collects points, built in Unreal Engine 5.7. The primary focus of this project is on clean software architecture, fluid playability, and core game design principles.
- Continuous Movement: The character automatically sprints forward at a velocity that increases with time.
- Responsive Controls: Features fluid jump mechanics mapped to Spacebar and Left Click.
- Dynamic Tiling: The level continuously instantiates a series of modular track pieces ahead of the player.
- Memory Management: To maintain a performance, trailing tiles are systematically desawned and purged from memory after they leave the player's view.
- Coins
- Powerups: Different powerups make gameplay easier.
- Obstacle Spawner: A decoupled, randomized spawning algorithm that introduces two distinct types of hazards:
- Static Hazards: Stationary structural blockades.
- Dynamic Hazards: Moving obstacles requiring precise timing to bypass.
- Game Over Loop: Colliding with a hazard immediately triggers a game over state, caching player progress.
- Data Persistence: Tracks real-time distance metrics during the run and utilizes a SaveGame system to persist the highest score across sessions.
- Jump / Double Jump: Spacebar / Left Click
- Switch Lanes: A - D / Left - Right Arrow Keys
- Pause : ESC / P