Over the last couple of days I’ve been cleaning the code up a bit. I had a bool in the player character called bPerformingTask which I was setting whenever the …
One of Us – Report Button
I spent last night working on the Report Button functionality. So far the players can vote someone out, the game state counts the votes after the timer has expired, or …
One of Us – Killer Cloak, Engine Refuel Task
A feature I thought would be really interesting is for the killer to change form into another player. This would make the killer look exactly like them for a limited …
One of Us – Wire Task
One of my favourite tasks in Among Us is the electrical wires. It’s so simple but it’s satisfying to complete. This is the first task I decided to build for …
One of Us – Improved Customisation, Initial Colours and Locked Doors
Player Characters now set their initial colour when they spawn. It looks through an array of available colours in the Game State and selects the first available colour from there. …
One of Us – Modular Doors and Walls
I made a door actor and gave it a box component to detect player overlaps. When a player approaches the door it slides open. To save time building levels I …
One of Us – Colour Customisation, Ready Up Box, Killer Selection, Kill Cooldown
I added a dynamic instanced material to the player character so they can change colour. At the moment by pressing C a player can change their colour, but in future …
One of Us – Attack Rotation
I wanted to make it more clear who the killer is attacking. It’s pretty basic at the moment but the player rotation snaps to face their victim. It doesn’t seem …
One of Us – Player Movement and Attack
I’ve grabbed a mesh and a few animations from Mixamo to set up the basic movement for the players. The player location is replicated through the character movement component and …
One of Us – The Concept
A couple of friends gave me the idea to create a game similar to Among Us, but use Unreal Engine to make it into an immersive 3D experience. Among Us …