A downloadable game

This is the final portfolio project created during the Mastered Bootcamp. It was built in Unreal, using both C++ and Blueprints, and expanded on the Third Person Template.


Video Playthrough
https://drive.google.com/file/d/1PS4SdQxvbico3gTgH805jseQYxOUzW0z/view?usp=shari...


Controls
The character can move with the W, A, S, D keys and can jump by using the Space key.
An item can be added to inventory using the E key and be interacted by being clicked on. The player can open their inventory by pressing the I key and close it by clicking on the square in the top right corner of the inventory.
An item can be moved through telekinesis by holding down the left mouse button and dropped by letting go.
The player can return to the Main Menu by pressing the Escape key and then clicking on the respective button.


Design
When designing this project I had complete creative freedom so I decided to take inspiration from games that I had played and enjoyed previously. The initial design had the player solving a multitude of puzzles across four different locations, fighting two types of enemies and learning several new spells. However, due to bugs that took longer than expected to fix, I was required to significantly reduce the scope of the project to make sure it would be done on time.


Implementation
The first element of the game that was implemented was the inventory system which allowed the player to pick up items, have them displayed in their inventory on screen, and use them when necessary.  Firstly, a "line" is drawn from the camera behind the player, forward.  In order to pick up an object it must extend the Item class, and it must collide with the previously mentioned line.

The telekinesis ability was implemented in a similar manner. The game checks whether the item that the player is "looking at" has a physics handle, in the case that it does then it can be grabbed. The player's stamina begins decreasing with each tick while they are holding an item, until it is dropped or until the stamina reaches 0. Below, I have included screenshots of the CastSpell and the StopCast methods which make up the player's telekinesis power.



The Wizard follows a simple behaviour tree that will be displayed below; because the player interacts with him only during the boss battle, it was not necessary to implement more complex behaviour.  The wizard becomes active once the player enters the temple and begins attacking while he has line of sight of them. Two attacks, dealing different amounts of damage and with different chances of being used, have been implemented and each is followed by a 3 second cooldown.


Further Improvements
As previously mentioned, due to time constraints, it was necessary to significantly reduce the scope of the project. However, I plan to continue the development of the game in order for it to match the initial design. 


Repository Link
https://github.com/technikkolour/Witchy_Mystery


Assets
This projects makes use of the Infinity Blade: Effects and the Infinity Blade: Grass Lands asset packs available in the Unreal Marketplace.

Download

Download
WitchyMystery.zip 432 MB

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