ToonTanks: Circuit Clash Released!


After a long summer, working endlessly on this project, I feel like it is ready to be shared with people.

This is my first game that started off as a GameDev.tv’s project in their UE5 C++ course. After I was done with the course, I decided to improve it and add more features to learn and get more out of it. I did not anticipate that I would be spending a couple of months working on it.

Some of the features or things that I’ve ended up adding or working on:

  • Movement on slopes
  • Turret shoot on sight only
  • Ice, Fire and Electric Projectiles, including Niagara particle systems for them
  • Modelling 3D assets and level design
  • Status effects and their side effects, including overlay materials and sounds
  • Projectile Inventory
  • Projectile and Health pickups
  • Custom fake gravity
  • Damage types for different projectiles
  • Post process toon shader
  • UI for main menu and settings
  • UI for the HUD, health bar and projectile icons
  • Custom user settings
  • Saving system
  • Use of Primary Data Assets to reference and load data, items and effects
  • Loading screen between map loads
  • Custom Slate widget for the loading screen
  • Nanite meshes and fallback LODs
  • Level streaming
  • Volumetric clouds, atmosphere, and lighting
  • Making cinematics in sequencer
  • And all the bits and pieces in between..

That’s just of the top of my head, but probably the most time I’ve spent has been on the code itself, a sort of game framework if you will, and how to structure it. I plan on posting about this and more about the development process in the future.

This was a worthwhile effort, and I learned so much. At the end, I have a somewhat decent game, with 6 levels and an ending. Hopefully some people will try it out, I am eager to get some feedback from this!

Get ToonTanks: Circuit Clash

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