HIRED HELP
Hired Help was an extremely ambitious project where we were told multiple times that it may be a hard one to complete in around 12 weeks originally. However that still didn't stop us from putting our heads down and deciding this is what we wanted to do. The original Idea was to have a small multiplayer game in which players grab and sell items with a forklift to have a fun and simplistic game where players can pick up and play whenever they wanted.
Throughout this project, we came across plenty of problems, from our original idea of implementing Steams Online Services falling through due to not being fully supported on Unreal Engine and having to learn Epic Games Online Services Kit (EOS) to learning new functions or vastly changing parts sourced through Unreal Engines documentation on things such as AI behaviour trees or the Chaos Vehicle System.
Whilst originally our plan somewhat came to light at the very end of the 12 weeks, being submitted into the Game Over contest at Sheffield Hallam University, it became very clear that there was a lot of bugs that slipped through and meant that huge changes had to be made to get it into a more working state for the next opportunity that we were submitted to, that being the Games Republic at Salford University. These changes included a new Map Layout due to not being satisfied with the old one we laid out, changes to the AI systems due to them not functioning as intended, fixes to the current way the EOS kit was implemented and changing the way this interacted with persisting one thing to another for different players.
Whilst these changes were happening, I took responsibility of fixing out the UI layout for the IPAD as it was originally an overcomplicated mess after being made by another team member due to time constraints on other features and also revamping some of the AI due to some of the breaking heavily when outside of a test environment, changing the system that they were originally using to an easy and changeable system on the Unreal Engine Blackboard graphs.
The Documentation
If you'd like to take a look at the ways me and the other coder operated and what'd be given to people that were added to the project feel free to take a look at the documentation presented above, this shows you how things such as our Gitlfow, how we used comments and a break down into specific pieces of code (However that will be presented briefly below for more important pieces as well!)
Pieces I Worked On And Brief Breakdowns.
TBA, CURRENTLY WRITING UP NEW ADDITIONS/CHANGES