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Milestones
Milestone 1 — Character + Camera + Input
Estimated Time: 6-8 hours over 2-3 sessions
Quick Overview:
- Create C++ project
Platformer
; enable Enhanced Input. - Implement
APlatformCharacter
with SpringArm+Camera; camera centered. - Input Mapping Context
IMC_Player
with actions: Move, Look, Jump, Interact, Sprint. - Tune movement via
UCharacterTuningData
andUCameraTuningData
. - Acceptance: PIE starts with controllable player, camera centered, double jump and sprint.
📋 → Detailed Step-by-Step Guide
Milestone 2 — Interaction System + UI Prompt
Estimated Time: 4-6 hours over 2 sessions
Overview:
IInteractable
interface;UInteractionComponent
with sphere trace.AInteractiveActor
base; Pickup and Door examples.WBP_InteractPrompt
shows verb+name on focus.- Acceptance: Prompt appears within range; Interact performs action; hides out of range.
📋 [→ Detailed Guide Coming Soon]
Milestone 3 — Stats + Damage + Enemy AI
Estimated Time: 8-10 hours over 3-4 sessions
Overview:
UStatsComponent
(Health/Stamina); damage and death.IDamageable
interface; melee attack from enemy.AEnemyNPC
with AIController, Perception (sight), Behavior Tree (patrol → chase → attack).- Acceptance: Enemy patrols, chases on sight, deals damage, death triggers respawn/log.
📋 [→ Detailed Guide Coming Soon]
Milestone 4 — Friendly NPC + Interactive Events
Estimated Time: 4-6 hours over 2 sessions
Overview:
AFriendlyNPC
asIInteractable
(Talk); simple dialog log.ATriggerEventActor
firing gameplay event on overlap; routed via subsystem.- Acceptance: Talk works; entering trigger logs event with parameters.
📋 [→ Detailed Guide Coming Soon]
Milestone 5 — Tests + Polish
Estimated Time: 6-8 hours over 2-3 sessions
Overview:
- Automation tests: movement, interaction prompt, AI chase.
- Cvars for camera lag and interaction radius.
- Acceptance: Tests pass; no warnings in build.
📋 → Detailed Step-by-Step Guide
Stretch Goals
- Save/load system with player progress
- Basic inventory system for pickups
- Simple ability system (cooldown-based actions)
- Data-table driven dialogs for NPCs
- Level progression and checkpoints