WIP - Arkanoid in UE5.1
A few weeks back I created some mock-up screenshots for #screenshotsaturday of an interpretation of the Arkanoid game mechanic blocking humanity’s logistics and distribution centers.
I enjoyed making the static scene, so I decided that when I am not overburdened with relaxation this holiday season, I am going to try and recreate the game mechanics and share my progress with the community.
Here are the screenshot I made to start of with:

And here is the first iteration of the physics driven gameplay loop:

Looking forward to sharing my updates and iterations with the community over the next week or so remaining of the holiday.
I enjoyed making the static scene, so I decided that when I am not overburdened with relaxation this holiday season, I am going to try and recreate the game mechanics and share my progress with the community.
Here are the screenshot I made to start of with:

And here is the first iteration of the physics driven gameplay loop:

Looking forward to sharing my updates and iterations with the community over the next week or so remaining of the holiday.
Thanked by 1Leslie
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This is how it turned out:
I have managed to add the next PowerUp pickup to my Arkanoid UE5.1 remake.
The 'Slow Motion' pickup will slow the ball down for 30 seconds before returning it to its previous speed.
Here is a video demonstrating the pickup, audio and Particle FX for it:
With this 'Power Up' the player can catch the ball with the paddle. They then have a three second window to aim/redirect and manually release the ball before the ball gets automatically released again.
(This was slightly more complicated to implement than what I initially thought it would be)
Here is the video of the Catch ball powerup working:
Is there a build you can share with people for feedback?
Interestingly, this power-up capsule had a similar initial response from adult me than from what child me struggled with it all the time. I remember always getting distracted by either the capsule coming down, or by the shooting after collecting it, and stopped paying attention to blocking the ball with the paddle.
Here is the video of the simple transformation and the laser cannons firing:
First up is the 'Triple/Disrupt' power-up. When collected it triples all the balls in play. This power-up is stackable, so if there is currently multiple balls in play from a previous pick-up, they will get tripled. I guess this was called 'Disrupt' in the original game because it disrupts your focus when trying to pick which ball to play.
Here is the video for the 'Triple/Disrupt' power-up:
The second one is the 'Break All' power-up. It breaks all the remaining boxes remaining in the level, effectively giving the player a free pass and a score boost.
Here is the video for 'Break All' power-up:
There is one other power-up, but all it does is grant the player with an extra life. So, no need to create a video for that.
For now it just dips to black while the paddle is reset, but I am currently working on all of the UI elements needed for scoring, level transitioning, and life lost transition.
Here is the video with the paddle destruction FX:
If you're wondering about music, I'd love to write something for this! If you're keen, we can chat and get you a custom score? I'd be happy to do it for free as portfolio work.
Thank you for the offer, I will take your details down, and when I get to that stage of this project, I will send you a message and we can have a conversation about it.
The first 8 round/level layouts have been added to the game. Along with the game instance functionality, and the UI/HUD.
Regarding the round/level layouts:
I have decided to break the 32 main levels from the original game into 4 groups of 8 using the same environment. The first 8 will use the same warehouse scene, but sticking to my theme of 'The disruptions of humanity's logistics', each level will have more warehouse inventory accumulating that couldn't be shipped because of the blockage/obstruction.
Here is a screenshot of what round/level 8 looks like:
And here is a video of the HUD/UI and some gameplay from each of the first 8 Rounds: