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Bubble_edited.jpg

Bubble

This game can be downloaded and played from the Global Game Jam site Here

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For Global Game Jam, I decided to take on a solo project and create an underwater swimming game where you play as a bubble. The goal is to collect larger bubbles in the environment, which can increase your size, speed, or both—making navigation progressively more challenging. Each time you collide with the environment, your health decreases. When it reaches zero, your bubble pops, resulting in a game over.

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Key Features

  • Underwater movement using physics-based volumes

  • Camera shake effects upon collision with the environment

  • Particles spawn when colliding with other bubbles and despawn dynamically

  • Reverb sound effects for particle interactions, enhancing the underwater atmosphere

  • Camera lag to create a floating, weightless feel

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In terms of how the game was implemented, this makes use of both the Blueprint system and C++ to achieve the intended functionality. The main complexity in this project came from handling collisions—specifically, determining which objects were hazards and which were not. Rather than using casting for collision detection, I opted to remove all casting and use tags instead. This approach eliminated any overhead that would have come from casting collisions and instead relied solely on checking the tag’s string value to trigger the relevant events in Blueprints from the C++ side.

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