Luis P. Melgar
(502) 4645--0480
Little Hopper - Android Game (UE4)
Project goals and design
The goals for this project changed in time. "But why would the goals change?" I hear you ask, well, the answer is simple: It began as a learning project and turned into a fully realized game set for launch.
Having said that, initially my MAIN goal was simply to learn and to get more comfortable with Unreal Engine 4. But I did have more specific things in mind as well:
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Learn about blueprint communication
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Learn basic pawn movement implementations (Create movement from scratch, without using a player controller)
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Learn basics of how to create a procedural system
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Learn more about Materials and Material instances
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Learn about UE4s VFX and UI tools
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As time passed and I started to get more comfortable with the engine, I decided to turn this learning project into a full-fledged game. This is where I created new goals for myself:
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Design a "one button" game idea (With mobile in mind)
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Create the challenge with the environment, not the mechanic.
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Come up with a monetization model that feels fair for consumers but is NOT necessary in order for players to experience everything the game has to offer.
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Learn about Google Ads and UE4 implementation​
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Keep overall design and systems as simple as possible in order to keep hardware requirements low.
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In the end, I created an infinite jumper (like an infinite runner . . . but you jump instead of run). While you do only jump from one platform to another, the types of platforms that spawn and the skill required to advance will change the further you get along. This is something that I feel (hope) brings more to the game and catches the players’ attention. In essence, the design is based on the simplicity of Flappy Bird, but with the addition of environmental variety to make things more interesting and to add a better sense of advancement.
A tough (but much needed) design decision
From the start of the design for this game, I knew 1 thing for sure: the core mechanic would be jumping. With this in mind, I started brainstorming how the jump itself would work. I decided to go with a charge jump in order to add a little bit of complexity since it was going to be the only thing you did in the game. Once I established this, I started thinking about how I could best inform the player how far they would jump and I thought "Most games with grenades show the player the trajectory of where it is they are going to throw. I could use something like this to show where the players are going to jump!". And so, I started researching, implementing, testing, debugging, researching some more, then testing again and again till I got something that worked how I wanted. And after days of research and work, I finally managed to create a trajectory of where the players were going to jump based on how long they charged their jump, it was great! . . . Except for one thing: it made the game too easy. Even though the platforms would still make things somewhat more challenging with time, the trajectory made it way easier to overcome since it showed exactly where you were going to go. So I had to face facts and scrap it, even though I had invested a lot of time into it. It was a huge bummer, but it made sense, and it was probably the biggest design choice I had to make during development. But I'm glad I did because instead, I ended up creating a charge bar that fills up the longer you press. This not only showed how much force your jump was going to have but gave you an approximation of where it is you were going to land. I felt this fit much better, making the jumps easy to understand but challenging to master.
Before

After

A remake before launch
From the time I first began this project till now, I have learned a lot. And because of this, I decided to "remake" the game completely, focusing on better optimizing it and raising the level of quality overall. This time around I am using a blend of C++ and Blueprints and better blueprint communication. Just as an example, I used to have UI info update on tick (I know . . . I apologize, I know better now) and is now event-based. I've done a number of improvements overall, both on the technical side as well as the visual side, with the hopes of raising its quality level to a professional standard. Little Hopper is currently undergoing further improvements for a 2022 launch.