MegaJam Devlog: Metaverse OnePointOh

My intentions for this jam were to use UnrealRevisionControl and to level up my UEFN abilities.

I formed a team with 2 others. (Charles and Jesse)

When the theme was announced I imagined a ‘future future’ one where we look back at the ridiculousness.

I began experimenting with Creature Spawners, Landscape Splines and Patrolling Guards.

Charles began with importing real-world height data for the landscape. Using height data captured from the area around Telluride, Colorado.

Jesse started work on spline-based tunnels.

The structure of the experience is that of a Roadtrip, with ‘Points of Interest’ along the way.

Day 2, I began work on the first major stop. I used the in-game (third person) building tools to construct a “Fortnight Fort”

The Fort contains a ‘Victory Crown’ that I modeled using the in-engine modeling tools.

99 red gems inlaid, one for each soul lost.

The next day we ran into our first major problem. Just by loading the map, an assortment of Landscape Streaming Proxies (the square chunks that make up a landscape) would be checked-out to you in Revision Control. Charles spent the entire day troubleshooting this. Going as far as to attach a debugger to UE 5.3 to figure out what was happening. :mage: We got a laugh out of this ‘sus’ TODO (“dirty” means unsaved)

LandscapeSplineTODO

To give the sensation that you’re in a future virtual world (where you login to a past world) I created a first-person ‘login’ area where you agree to a satirical Terms of Service before you can enter the teleporter to login.

The rest of the days blur together, Jesse continued work on Tunnels and the second major point of interest (The Mall) Charles sculpted the roads and painted the Landscape, he also took ownership of the final ‘Utopia’ area featuring skeletal meshes that he animated.

My next initiative was to create a “CryptoNeighborhood” I used the in-engine modeling tools again, and also created some artwork. UV mapping this single texture to 4 different meshes:


Please contact me if you want to purchase this for an eye-wateringly large amount of money.

On the final days Jesse wrapped up work on the Mall and Tunnels. In the mall you’ll find 2 groups of ‘Guards’ (glitched mall security) engaged in a chaotic battle.

Another shout-out to the in-engine modeling tools, I was able to create mesh-based parking lot lines by using a simple shape and the ‘Pattern’ tool.

I published an early version to make sure there were no snags with moderation and then released an updated version a few hours before deadline.

Thank you to Charles and Jesse for going on this journey with me, and thank you to Epic. Built-in revision control is a huge leap forward for easy collaboration. (Aside from the landscape bug it worked seamlessly)

Alex - Login, CryptoNeighborhood, Fort
Jesse - Tunnel, Mall
Charles - Landscape, Utopia

~

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