BroncoDrome is a 3rd person vehicular combat game being developed using Unreal Engine 4. This project was created to satisfy the requirements of CS 481 - Senior Design, but it will likely be the start of a multi-semester project that new groups will incrementally take over. This project will be an opportunity for CS students who are interested in game design careers to work on a relevant project for their capstone.
Name | Role |
---|---|
Juan Becerra | Car and Game Mechanics Programmer |
Nate St. George | Car and Game Mechanics Programmer |
Olivia Thomas | Car and Game Mechanics Programmer |
Jared White | Car and Game Mechanics Programmer |
Mikey Krentz | Mapping and AI Programmer |
Jared Lytle | Mapping and AI Programmer |
Connor Wood | Mapping and AI Programmer |
Joey Sacino | Texture and UI Artist |
Tj Davis | Audio Producer |
Name | Role |
---|---|
Doug McEwen | Audio Programmer / Nerd Wrangler |
Ben Bettencourt | Game Loop / Mechanics Programmer |
DJ Roychoudhury | Game Loop / Mechanics Programmer |
Ross Rippee | Game Loop / Mechanics Programmer |
Saulo Gragg | Programmer / Modeler |
Joseph Kitzhaber | Programmer |
Marie Phelan | AI Programmer |
Name | Role |
---|---|
Quinn Shultz | AI Programmer |
Damian Sappington | AI Programmer |
Camron Collinsworth | AI Programmer |
Andrew Jacobsson | AI Programmer |
Tavi Kohn | General Programmer |
Nathan Maroko | General Programmer |
Annika McCain | General Programmer |
Cameron Sewell | General Programmer |
BroncoDrome is developed using Unreal 4.26.0. For developing in C++, Visual Studio 2019 is highly recommended along with the ‘Game development with C++’ workload as Unreal can automatically generate VS Solutions and hot-load compiled code straight from the IDE. For more info, check out this article.
This repository uses Git LFS, which means that large binary assets are stored in a separate location from this repository. If assets don’t seem to show up in your editor, try entering the following command in the root directory to pull these assets:
git lfs pull
Be sure to enable Git Source Control within the project editor. To do so:
- Select 'Source Control' in the main Unreal Window (next to the 'Save' icon in the top-left corner)
- Select 'Change Source Control Settings'
- Select 'Git (beta version)' as the Provider
- Provide a path to git.exe if it is not already filled
- Provide your GitHub login credentials if prompted
- Click 'Accept Settings'
Now, most assets (namely Blueprint assets) will have small icons indicating their change status (pending local commit, changed by another user, etc.). Additionally, you can right-click on these assets to view source control history or to open up Git Diffing / Merging tools.
- Download the Epic Games Launcher
- Download Unreal Engine -- ENSURE THAT YOUR VERSION IS 4.26chaos
- Clone this repository
- Launch the Unreal Engine from the Epic Games Launcher
- Open BrocncoDrome.uproject in the UnrealEditor
- In the top of your editor you will see a build menu with many choices for Building, Compiling, Testing, etc. These can build installers for specific systems; however this build process can still be automated, see our CI/CD directory in the repository for more information.