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
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.