Project Oneiro


About

Embark on an adventure in Project Oneiro, where players navigate through interactive puzzles and challenges. As my first time diving into Unreal Engine development, I encountered initial difficulties with feature usability. Time constraints prevented immediate adjustments, but in hindsight, I recognize the need to enhance code dynamism by integrating more events and minimizing casting.

Project Info

  • Role: Game Programmer
  • Team Size: 17
  • Project Duration: 6 Weeks
  • Engine: Unreal Engine
  • 20th of January 2024

My contributions


Snap Component


When planning the project, we identified the need for a feature allowing objects to snap to specific locations. To implement this, I developed an actor component with a 'trySnap' function. This function is intended to be called by the component or system responsible for triggering the snapping behavior.

Laser Rotation


When creating the laser puzzle we wanted to make the laser be able to rotate, this was so that we could add more options when planning the puzzle. Sadly due to it not being intuitive we ended up not using it.

features I also made

  • Element machine

What I learned from this project

Throughout this project, I learned that having more developers isn't always better. It became challenging to track who was responsible for what and why. Moving forward, I want to focus on ensuring that everyone is contributing effectively to tasks that are necessary for the project's success, and improving my object-oriented coding skills for better reusability.