Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

2017/06/30

Conversation Blueprints!

Hi! It's Lussy.

We're busier than ever this month. While we couldn't significantly progress with our projects, I had a little time to practice UE4 Blueprint scripting, so I created a conversation system using the new String Tables in UE 4.16. It's still in progress, but here are some features:

  • Each line of NPC dialogue can have up to four possible replies from the player. The conversation itself is saved into structs that feed off String Tables.
  • There are stats. Player replies can add to or subtract from a stat, and replies can also be tied to a stat requirement; for example, if your knowledge is under 5, a reply will be grayed out. I went with one stat this time, and it's "Personal", which is code name for how many times the player talked with an NPC and wasn't a complete ass. More stats can be added as needed.
  • I based the camera on Legend of Zelda: Breath of the Wild - the camera can be rotated during conversation, and is locked to the middle point between the player character and the NPC. There's a smooth interpolation when a dialogue begins and ends.
  • Greetings above the head - we gave each NPC a random personality out of 4 possible types: Normal, Wise, Upbeat and Lazy. Influenced by Animal Crossing.
    The personality type determines the greeting that appears above the NPC's head when walking close to them. We plan to include a system that lets NPCs insert random, personality-specific words into their sentences, or change adjectives to their own most preferred word. 

I still need to work on making this a more open system; for example, right now it's not possible to converse with more than one person at a time. I also need to figure out a way to tie the conversations to certain situations that come up in the game. Another feature I'd like to add is an optional animation for each line, for each character involved in the conversation.

If this becomes stable, we plan to use it in some of our projects, when it's appropriate to add such a system.

2015/01/24

Movement test!

Hello!

Here's a video for you:


Just a quick update on how we're doing. As you can see, we're experimenting with different controls: a fixed, side-scrolling camera with 3D movement. It works out pretty well. The only awkward thing about it is how sometimes you can't determine where you are in the 3rd dimension. We're planning to fix this with a small circle of shadow below the player, and a more dynamic camera.

P.S.: Subwoofer required for full experience

2014/04/23

Maps and control

Hi!

We're constantly working on the game's controls, and also on a map so that we can test the controls. We drew a sketch for a map structure, and we already made it functional in the UDK. So, here you go: enjoy the sight of the player character jumping around in a sketch, in a textbook, within a wonderful, low-FPS gif. If it loads.


(Next time the quality's going to be better, I promise.)

Apart from the sketch, we made another simple map, without a real structure, to see how the environment would work with the control mechanics. The design is very basic. We only have a few world objects, that's why it doesn't have any detail and looks kind of boring. We'll be working on those later.

Here are some pictures of the map:









2013/12/12

World details

Our game's world is based on metal. The lifeforms developed according to this, so we have created our own circle of life and have organic metals. For example, a chitin-like material is as common in their world as keratin is in ours - it's mostly a layer of defence, but it may even be the base of a plant's body.

Many plants that can be found in this metal based game world are similar to plants we are used to, the only difference is how they accommodated to the nature of the world. This might not explain much right now, but some of the questions will be answered through the actual game.

Next, I'll tell you about a gameplay element we're currently working on.
"Human" intervention is causing the metal based planet to change, similarly to how Earth may have changed in history.
The temperature became vacillating, which created bigger thermal expansions, so the planet's surface cracked and shattered in some places. It's important to note that the magnetic effect is the strongest one on the planet.

The Chasm:
There are two notable chasms on the opposite sides of the world. In these chasms the magnetic field is enormous. Most things levitate in the air, or orbit around bigger objects. The magnetic field affects everything nearby, again, since everything is based on metal. Even the living organisms have large amounts of metal inside them - everything they consume or inhale contains some metals. At the bottom of these chasms the magnetic field is so strong that it could tear nearly anything apart.

There exists a metal that generates a magnetic field under pressure. The greater the pressure, the stronger the field. With bracelets made of this metal worn on the hands and feet, and a belt worn on the waist, the ability to hover becomes possible. The bracelets and the belt need to be connected with a rubber-like tight rope, so that the farther the user holds their limbs from their body, the higher they will begin to levitate.


Lastly, the technology in this world is simple. Some would even say it's steampunk, and they wouldn't be far off. More details on this will come clear in the future.

In the next posts to come we'll write about more gameplay mechanics.

Have a nice day!