KENTASK VEIL | Horde survival

I want to start introducing myself. I’m Heinz a 23 years old Game Designer from Peru that just got accepted in the Unreal Fellowship 2025-1 :smiley: I’m in the Americas Cohort and just trying to figure out which idea is gonna be the best for my Unreal project.

The mentors of the Cohort gave us some templates, so I have were to start if I didn’t want to die because of the complexity of the project (I’m not doing well that I think :sweat_smile:). One of them was called “Trail Shooter”. It just reminds me to House of the Dead, a game that I played a few times and an arcade game, just as the game the fellowship is asking us to orientate our projects by :smiley:.

Here a gameplay of that game: House of the Dead | PC Gameplay | Hard Mode | NO DEATH!! (HD 2018)

I was talking with some of the mentors of my team BT. Yes, the BEST TEAM (BOTTOMLEY). And it just start evolving around a new idea…

I almost didn’t find it, but here it is (Thanks Chatgpt): Save 66% on Devil Daggers on Steam

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Hey @HeinzDBV! Welcome to the forums!

I don’t know if you meant to post a link or anything with this but I think it got left out! :slight_smile:

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Ohh yes. I wasn’t so descriptive hehehe. I want to make a dev diary for the Unreal Fellowship Project I’m working on. It was a test. I’m gonna make it prettier.

Note: Here Mind Brain just was answering the first version of the first message hahaha. Thanks :smiley:

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And well a little more about the project, but in the technical and design aspects.

For the TECHNICAL USE OF UNREAL ENGINE I’m just learning and trying to figure what is happening. So… I just started downloading a bunch of assets (The heavy ones from quixel) and test if my brand new laptop would die in the process. It didn´t! :innocent:

There was this Medieval Village from Megascan that almost kill it.

And this one buffet also from them.

After that I wanted to understand how to setup a basic level and have a lot of advanced analysis time comparing to basic levels… it was fun. And finish with something like this.

I did manage to add a three form the super heavy megascan and then made the night, but… it wasn’t as darker as I would expect to, so I start gathering and with the help of my mentors… this happened:

Some particles and meshes and uala I have a nice log settled on fire.

When I achieved an functional work of the level I just decide to start moving folders because, well… I WANT TO HAVE IT ALL ORGANIZED. Heavy mistake when all the dependencies just get messed.

Instead of trying to fix them, I decide to move to another project and migrate the level without the things that wasn’t working (Pretty much the characters).

And after a while configuring and analyzing how does the framework actually work (It took me a little a little amount of two days).

Unreal Fellowship 2025-1 | Heinz Project Test 1

Tomorrow I wan to start developing the ideas I’ve been working on. AND THAT’S THE MOST IMPORTANT THING THAT I HAVEN’T MENTIONATED YET.

Kentask Veil is an Horde Survivor game. In there, you are a Monster Hunter that was returning to your home when a Kentask, a spectre dragon, attacked and trapped you on his veil. You have to kill him to escape or try to survive till the morning arrives.

Here I did an IA generated Image that represents a little what it’s my general idea:

Some features that I’m thinking about are special powers to freeze the enemies and fragment them at the last moment. A lighting based mechanic where you have to keep the fire one while the Kentask tries to devour you on the darkness.

If you want to follow it more in detail… here it is the GDD I’m making about it:
GDD | Kenstask Veil - Documentos de Google

Probably most of it will be cut off, but you know, it’s funny to imagine and I don’t want to die during this month.

A week have past and there is nothing written… well… it was more difficult than I thought hahaha.
Before start to talk about my game :smiley: I would like to summarize the classes that we have had this week (And the remaining of the last week).

We’ve seen Lightining, UI, Animations, AI systems (I’ve to see again the recording hahaha) and finally… Niagara system (Particles effects! I also review the recording).

Pretty much I’ve been dealing with the Landscape Materials. I didn’t understand why does the master material was always displayed on black; well it’s because the working of this kind of material uses other nodes and only can be showed on the Landscape mode (Obviusly daaah (For Heinz of the past)).

Then I’ve searched for 3D models to fit with the specs of the projects and add them, configure the materials and see if the animations worked. Along this moments, I’ve learned more about how to adapt materials that are not specified for Unreal and import 3d models and animations from Mixamo.
Thanks mixamo. I’m using the archer and some animations of the bow pack and a sitted one to make the main scene, but from another perspective. Here another iteration of the chatgpt prompt and a camera to handle the main screen UI.

Then in this other image a set probe of the archer at the campfire.

And the two versions of the Kentask

And, why not, another AI generated thumbnail as logo for the project hahaha. (This one, I want to improve it on GIMP; but only if I don’t run out of time).

I also tried to improve the landscape not only with materials, but also with a heightmap.

So imagine when last morning the project just got corrupted… yes, it wasn’t funny, but I manage to recover the materials and everything and, you know, do it better this time (Not the input, I just realized when I’m writing this hahaha). An every image that I’ve just shared is from the newest version. There only remains the foliage and well the whole mechanics that just have changed.

If I’m not wrong, last week in Thursday or Friday, they gave us the pdf with the unreal arcade and I realized that my game won’t fit with the buttons. The full 3D movement prototype wasn’t fully incompatible but I wouldn’t have liked to continue it without considering its key mapping. Because it wouldn’t have been that funny… on the arcade.

So I returned to the templates and the core gameplay that I’ve realized and stick with the rail shooter one.

I thought about a version of the game where you are attached at the campfire and have to prevent it being putted out y the enemies. Here you can see a drawing about the mapped division of the vision around the campfire.

And here some more detailed visual representation of the setting with a little of the path and found mechanic won’t have time to implement. I designed this game on a modular way so I can set a roadmap that I can achieve… maybe… I still have troubles with the blueprints. If you want to see the game design in more detail here is the link to the document: GDD | Kenstask Veil | UEF 2025 - Documentos de Google. Feel free to leave some comments.

And here a mockup about the looking of the game that is in my mind. With the enemies appearing and having this sort of helping UI to advert you when an enemie is near to the campfire on the other sides of it.

I wanted to make a mix between House of the dead and FNAF hahaha. So maybe if the player feel less control because of the limitations of the camera, it would sort of replicate the fealing of weakness on a horror or terror game. I guess. Let’s find out if that happens like that.

Finally, there were other situations like Pete and martin coming from no where with the implementation of a mechanic that I just mentioned them. (Those are real mentors hahaha) Or Elena digging more on the reasons of the idea. The hours of joy within the whole group. The scrum day with the Bottomley team. It’s an amazing experience, and an exausting one. But well, let’s continue with it.

I’ll try not to wait for another week to reply again. And maybe talk more about the implementation of the main mechanic of fixed camera movement when I have it.

Hey there @HeinzDBV,

Hope you’re well :slight_smile:

Wanted to pop in and comment so I can see future updates for this. The little dragon dudes have me sold. It definitely seems like a TON of character is going into this so I’m stoked to see what you come up with :smiley: Good luck until next update!

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Hi @PresumptivePanda! Thanks for the encouragement :flexed_biceps: I hope you’re going well too

Yes, I thought about having a lot of enemies but finding the proper assets and then the logic of them it’s pretty heavier for a newbie like me hahaha

Maybe, cause I really like the concept, I’ll continue the game after the 4 weeks of the Fellowship. Event with that on mind, after I manage to have the core gameplay, I’ll probably gonna turn crazy and try to map a lot of behavior maps (Probably it’ll end badly hahha) to make the enemies feel more like… alive? Even when they’re spectres.

I’ll update :smiley: