Ash and Blood
Project Type: Demo/ Game Concept
Software Used: Unreal 5.4
Language(s) Used: Unreal Blueprint
Timeline: On-going
-Coming Soon-
Playthrough
Coming soon…
Story
I created the story for this game in my Story in Video Games class, my junior year at AAU. All we were tasked with was creating a simple synopsis for some game that we would expand upon over the semester. But once the idea for the game started flowing in my head, I started writing more and more for it. In the PowerPoint above I go very briefly into the lore of the world and its inhabitants. The more I wrote the more I fell in love with the story, but the goal wasn’t to write a book. It was to create the world that my game would take place in. That being said this is a demo so only a very brief section of Umber is shown.
One thing I struggled with at first was trying to do all of the story first. Yes, I was thinking about gameplay and such but not enough. So, I had to take a step back from writing and actually figure out how my mechanics were going to support the story and make it a fun world to play around in. The main things I wanted to show to you all were: Movement (climbing system/ traversal) I used a project pack called AGLS that allowed me to get a feel for how the player would traverse the environment. Narrative (using complex but still simple system that allows the player to feel like their choices matter). And finally Combat which is still in development. Slowing down on the story was probably the best decision I made for this project because games should be fun and a great story with terrible gameplay is still a bad videogame.
The demo is going to take place about a year after the beginning of our story, so players will be missing some important backstory, but it will be teased throughout the demo.
Climbing System - AGLS
I attempted to create my own basic movement system and failed terribly, yes it worked but it looked God awful. I looked up some different packages across UE marketplace and just on the web and I decided to use Jakub W’s AGLS project as a base for what I wanted to implement. It allowed me to start walking through the blockout I had started as well as traverse parts of my blockout that I wasn’t able to yet. Jakub has a bunch of systems that are pretty phenomenal, super talented guy.
Deciding to go with AGLS was a choice made merely for time's sake, it would have taken me months to get something like this working by myself and there were/ are many things to still be done for the project. For example, my dialogue system that I will talk about below.
Blockout/ Environment
Coming soon…
Dialogue System
Coming soon…
Combat
Coming soon…