A downloadable game for Windows

ABOUT:

RedBot was created in 4-5 days using Blender, Godot, Affinity Apps, Gimp, Garageband  and Audacity. The Jetson's cartoon was a big inspiration for me. My goal for the jam was to learn the pipeline for creating characters, animating them and then finally importing them into Unreal. I particularly enjoyed working on the main character, Red. I think it turned out quite well.

STORY:

You are a little robot named, Red. One day you wake up and decide that your programming doesn't make sense. You decide to journey to the mainframe to try to understand your existence as a simple, box-moving robot. During your journey you will encounter many of your former allies as they try to prevent you from reaching the mainframe.


JAM INFO:

This game was developed for the 2023 Epic MegaJam. The theme was Antiquated Future. My interpretation of it was something like: a past idea of what the future might have been.



CONTROLS:

WASD to move RED.

SPACE to JUMP and ATTACK enemies with a JUMPKICK to the face!


CREDITS:

There following assets were not made by me:

Jetson_Car_Noise .wav

Download

Download
DemoGameJams_RedBot.zip 214 MB

Install instructions

Download the zip file and extract the files. Click the RedBot.exe file to start the game. Have fun kicking enemy bots in the face!

Development log

Comments

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thats really cool, how long did it take to code ? 

thanks for playing it! the character controller, enemy ai and platforms are all done by blueprint. so, not long!  i think i only had 3 days to build it all and most of the work was in blender. 

would you be able to make a more ocmplex ai in unreal 5 ? 

i think anyone can make extremely complex ai using unreal 5. blueprint is so easy to understand and it's really only limited by your imagination. here's how i did the blue robot's ai in redbot. i broke down every action into custom functions: chase, move, attack, sleep, hit. when the player gets within a certain range of the enemy, it becomes active and starts picking custom functions to perform. most of the time it will chase you and when it's not chasing you it might sleep, which changes the enemies' face image to a cute little sleepy face. when the enemy gets really close to you, it will roll a random number and if the number is higher than x, it will hit you and cause damage. otherwise, it will wait x seconds and try again if it is in range. same with the turrets, if you are in range, the only custom function they have is called, shoot.

the ending boss is basically a sequence of custom functions. it will shoot at you until you do enough damage, then it will change it's strategy and shoot faster and more accurately than before. the blueprint was controlled by a set of boolean values that would switch from false to true to control the flow of the ai.

i've always wanted to make debrief videos about game jam games that i made, but i didn't think anyone wanted to watch something like that. maybe i will try it out.