Develop Ideas & tests

Pseudocode

First of all, I developed some pseudocode to outline  some of the main mechanics I want to include in the game.

This section simply starts the game when the player presses ‘F’, and restarts the game when the player presses ‘E’. I feel these are important mechanics, because the player needs to have some kind of control over when they’re ready to play.

PsCo restart

PsCo spawnEnemies

This section changes the mesh and material of the enemy once it hits the ground, since I want them to spawn hooked to the ceiling, then change to their normal form once they hit the ground. Using an animation to transition between the two meshes would be ideal, to make it look more smooth. However, I don’t yet know how to use animations in UE4. Therefore, I will have to go with this solution, that changes the mesh and material upon contact with the ground.

PsCo change mesh

This section allows the enemy to detonate and deal damage whenever it hits either the player or the altar.

PsCo damage

Cave wall material

Next, I used Substance Designer to design a cave wall material. However, the design itself looks like a wet paper bag, rather than cave walls.

Cave wall test

So, I then altered the gradient map to add a grey tint. I prefer this to the first design, because the contrast of colours makes it more interesting.

Cave wall test 2

I then used this brown/grey colour scheme to make a different design. This new design looks like grey cobblestones covered in brown dirt and dust, and with a few scratches. I prefer this design, because it looks more rock-like, and has more depth to it.

Cave wall test 3

Sketches

Here, I made a few sketches to determine the general shape and design of the main objects in the game. These sketches would later inform my test 3D models, which further expand upon these basic designs.

I started with the enemy design:

Preview

While the first design has long vertical legs, the second has long horizontal legs, like a harvestman. I prefer the horizontal legs, because it is more insect-like. However, I imagine it would be difficult to implement an individual leg movement system in UE4 (which would be required, because the legs would poke up in the air when navigating sloped surfaces). Therefore, I will likely go with something more compact, like the first design.

Preview

These first two designs both used a cylindrical body, and I wasn’t sure I liked that, as it looked too flat to be menacing. Therefore, I made a third design (below) that used a more spherical body, with four alcoves for legs. I prefer this design, because it’s more bulky, and is therefore perceived as more of a threat. This is the design that will inspire my test 3D models.

Sketches 20

I then moved onto the altar. This first design seems very bland, with the sloped legs as its only distinctive feature.

Sketches 18

So, I made this second design, that is more hourglass-shaped, and has a crystal floating above it. The floating crystal makes it more noticeably an altar, though I’m not sure I like the design of the main body of the altar. Therefore, when I make my test models, I will make a fusion of these two designs, using the general shape of the first design (with more detail), as well as the crystal from the second.

Sketches 19

Next, I designed the player’s weapon- the magic staff. Since the player would only see the top half, there was no need to give the bottom half any kind of interesting design. In both designs, I have used crystals, since the environment will be scattered with crystals. I prefer the second design, because the crystal looks as if it’s being held in place, like the staff is drawing power from it. However, the main body of the staff is rather plain. Therefore, in my test models I will no doubt use this design, but also add some texture to the main body.

Sketches 16Sketches 17

Below are some different designs for projectiles. These would be fired from the player’s staff. The first design, a ball of electrical energy, is the simplest, but it still has a somewhat interesting design.

Preview

The second, a fireball, is my favourite, because it has the most substance to it. however, I doubt I will be able to make a moving fireball. I am able to animate moving flames in Maya, but I have no idea how to do it in UE4.

Preview

The third design, three purple energy rings, is the most unique. However, I’m not sure I like the design- and it will be somewhat harder to create than the first design.

Preview

Therefore, I will go with the first design, the energy ball, because I know how to make it easily, but isn’t too simple.

Crystals and rocks

Here, I made a few low-poly rocks and crystals, that would be used to decorate the environment and provide cover for the player. The second object could be a broken decorative pillar, falling apart after centuries of abandonment. If I have time, these broken pillars could be placed around the altar, to draw the player’s attention to that area.

Modelling these test pieces has made me realise that it wouldn’t be too difficult to go into greater depth with the modelling and texturing. Therefore, during development, I will make the models and materials with greater detail than I had originally planned.

Crystal material

I made a crystal material in Substance Designer by blending noise nodes, then used this material to experiment with colour ideas for the crystals. I prefer the blue material, because it is more vibrant, and therefore seems more likely to produce light. This is important, as the crystals will be used to light the environment.

Staff weapon

I duplicated one of the crystals and attached them together, forming a crystal with two points. I then used this as the tip of the staff. I like this design of the staff, especially at the tip, where it looks like the crystal is being held in place.

I also made a different variation of this design, which has more detail. The thin crystal has been replaced with a spiky one, and more, smaller crystals have been added along the main body of the staff. I think that even though the second design is more detailed, I prefer the first design. This is because it is cleaner, and it is easier to see what it is. Also, a simpler design means it’s easier to model and unwrap during development, which will save time.

Altar

I then made a prototype altar based on my sketches. I like the concept of having a large crystal floating above it, as it gives a more magical vibe. Whereas with the crystal embedded in the top, it just looks like decoration, rather than the altar the player must protect. I’m also not sure about the intricately-designed legs. They seem a bit out-of-place, and make the altar look less substantial, since they are so thin.

Enemy

I started by making a simple enemy design, and slowly altering it to make 6 different versions. My early designs were very simplistic, without many joints. However, as I developed this enemy, the legs became more detailed, allowing for greater movement in the walking animation.

I especially like this design, because the main body has an interesting yet simple shape, and the long legs make it look spider-like.

Enemy test model 3

Wave-spawning enemies

To spawn the enemies in waves, I will use timelines. Timelines will allow me to time specifically when and where each enemy is spawned. Below, I experimented with this idea by setting up a timeline that spawns spheres at specified intervals. This seems like the perfect way to deal with enemy-spawning, as you can time precisely when and where each enemy is spawned, giving you great control over balancing the difficulty of the game.

Melee enemies

I plan for all the enemies to use melee attacks, so I have practiced making a test blueprint for this. This blueprint allows the enemy to deal damage to the player when they collide, as well as receive damage and die when they receive enough damage.

Melee code 1

Melee code 2

Ranged enemies

I made a blueprint that makes an enemy fire a projectile every second, whenever it spots or hears the player. This blueprint has a lot of flaws, however. For instance, the enemy can’t move while it’s firing. On the other hand, I won’t be relying on this mechanic- I will only add ranged enemies if I have nothing left to do.

Firing code 1Firing code 2

The video below shows the above blueprint in action:

Audio

Here, I made a few music tracks where I explored different tones and styles, in an attempt to figure out what kind of music I want to make for the game.

I started by making this track, inspired by ambient music from Bungie’s Destiny and Halo franchises. It’s split into sections that each use a different kind of melody, but share the same tone.

I then tried out something more intense, with more impact. I believe this is closer to what I’m after, but it is perhaps too intense. I think a compromise between the intensity of this one and the intrigue of the first one would work rather well.

I then experimented with contrasting dark/light tones in this piece, with an emphasis on a lighter, more melodic style. However, I feel this wouldn’t really fit with the game, since it has a rather jovial tone, which is a direct contrast to the tone of the environment.

Therefore, I conclude that I will make a track with some slight undertones of intrigue, while also being intense enough to complement the speed of the combat.