Chapter 6. A Platform Maze

In this chapter, we are going to see some new aspects of a game development. We will create a maze with plenty of traps, where the player needs to use his skills to reach the final destination.

You will learn about modular and reusable elements to create, like in a puzzle, any kind of game level you want by simply positioning them:

  • Matinee and cinematics
  • Ragdoll
  • Destructible elements
  • Trigger volumes
  • Blueprint Function Library
  • Timelines

This game uses the third-person Blueprint template and some of the assets of the starter content. This chapter doesn't have a strict guideline but is divided into sections, each one of them covers a different specific tool or technique. So, without further ado, let's start.

Ragdoll physics

In computer ...

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