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Live Cycle

Game Summary

Live Cycle is a First Person Shooter where the Player uses Enemy body parts as their Weapon. 

In the GIF to the right, the Player is performing a Snatch on an Enemy to use its head as a weapon,

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Snatch Mechanic BP

This section will go over how the Snatch mechanic works in Blueprints

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These Blueprint nodes are responsible for the melee attack and Snatch detection. Whenever the player uses their melee attack, there is a sphere trace to check if Enemies are in range.

 

Each Enemy has an internal bool variable called "Snatchable?" that determines if the Player can preform a Snatch or if the Player will only deal damage. For that variable to be true, the Enemy must be below 25% hp. 

If "Snatchable?" is true on the Enemy the Player is meleeing, then the "Attempt Snatch" function is called on the Enemy. 

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Inside the Enemy Blueprints there is a function called "Attempt Snatch". This is the function that gets called when the Player attempts to preform a Snatch on an Enemy. This function double checks the Enemy can be Snatched.

Each Enemy type will have a unique Weapon that the Player can get from them. If the Enemy is Snatchable when the Player preforms a Snatch on them, then whatever Weapon that Enemy drops will be added to the Player. 

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Back in the Player Blueprints, this is the Event that handles adding new Weapons. This is what gets called in the Enemy Blueprint to add a Weapon to the Player on a successful Snatch. 

The reason it looks so complex is because the Player has two Weapon Slots that need to be checked if its occupied or not. There are several possibilities for how Weapon Slots can be occupied so the Blueprints need to account for these possibilities and know what slot to place the Weapon in. Additionally it needs to check if the Weapon should be immediately equipped or set to inactive for the Player to switch to later. 

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