Emil SundmanSvenska

Moon Moon

A C++ shooting and projectile system built around a fixed preallocated set of reusable projectiles.

Overview

Moon Moon was a 2022 Futuregames team project built in Unreal Engine 5.0 and C++. My main contribution was the shooting system and its projectile implementation.

My Contribution

I implemented the shooting component and the basic arrow projectile used by the system. The shooting system created a fixed set of projectiles ahead of time and reused them instead of creating a new projectile for every shot.

The projectile implementation handled launch and reset behavior, physics, lifetime, visibility/state reset for reuse, and both normal and target-directed launches.

Technical Focus

The projectile lifecycle was designed around reuse: an available projectile could be selected, launched, reset after its active lifecycle, hidden, and made available for a later shot.

The shooting system also integrated with the project’s targeting and reacted to gravity-flip gameplay events. That integration does not mean I implemented the underlying gravity or dimension system.

Evidence and Boundaries

My verified ownership covers the shooting component and basic arrow projectile. Attribution for the separate aiming components is uncertain, so I do not list those as verified contributions. I also do not claim ownership of DimensionController or the game’s gravity-flip system.

The surviving legacy images provide general project context but do not directly demonstrate the projectile-reuse implementation. A focused gameplay capture or small lifecycle diagram would explain the system more clearly if the archived build can be run.

Official Gameplay Video

Official Futuregames gameplay video from the team-developed Moon Moon project, included as general project and gameplay context.