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Steel:. Graffiti on Wheels

.:THE WHAT:.

My passion project:. I'm crafting a unique vision into the world of the American graffiti writer experience. I'm on a mission to transform these scenes into an exhilarating, authentic graffiti video game that captivates players from all walks of life.

 

In the immediate future:. these virtual landscapes serve as my digital playgrounds, where I explore and master cutting-edge techniques within the dynamic realm of Unreal Engine 5.

 

This isn't just a project:. it's a journey fueled by the ambition to pull back the curtains drawn by the mysterious under world of graffiti and transform those real world experiences into an arcade gaming experience that inspires everyone..

.:WHERE I'm AT:.

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New to this update:

Ai Yard Dogs, Ai Security Cameras, Ai Railroad Workers.​​

Local TWO Player game mode. (Press start and drop in!) 

Open your own path using the bolt cutters.

A very ugly crouch system. (Walk crouched or just crouch)

Players now have a backpack for keeping inventory items.

Opening tile and loading screens.

Additional graffiti art from:

REVOK, RISK, TRAV, DAKS, REMIX, REZIST, STOE, JERO, BISER, SCHOLR, MAD, AVES, SPEK, JABER, JASE

...and the list continues to grow!

Current Game Dev Struggles 9/4/2024:

​Point ARRAYS. Currently player points are collected and stored in an array. The Ai / other players are to be able to remove earned points by painting over someone elses graffiti. I can't get that to work properly. 

GET RANDOM INDEX from an array. The powerup crate generates a random static mesh which calls a specific widget popup. It also needs to store that index in an inventory to call, use, and remove from inventory. 

INTERFACES On rare occasion the graffiti paint mechanism breaks. Normally by just not painting on a button press the first time, but on even more rare occasions it resets the painting process completely, or even begins the painting process in a second place. 

PLAYER TWO BLUEPRINT is not customized. In its current state the anim, walk/run/crouch speeds are all the same. 

 

YARD DOG Ai will chase down the "bad guys" and bite them until they respawn somewhere else. However, I'm still researching how to specific to the dog what to guard and who to attack. As well as a REALLY annoying bug: the dog can overlook an enemy Ai that is about to tackle and arrest the player and instead run to an enemy Ai that is nowhere near the player the dog is supposed to be protecting.  

Know a good tutorial on how to fix these bugs? Want your opinion to be heard? Just wanna comment for no reason at all? 

Please feel free to drop me a note below. Disrespectful comments will not be tolerated, but constructive criticism is welcomed.

Current Game Dev UPDATE August 2024:

.:GAMEPLAY PREVIEW:.

.:WALKTHRU PREVIEW:.

.:PROCESS REVIEW:.

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