Here is the final demo video displaying our progress we made during the semester.
Magic is a major part of this game so I decided to do some experimentation with the UE4 cascade particle systems. Below awesome images of different spells that I was able to build by following tutorials and playing around with the particle tool.
Landscape and foliage is something I’ve been very excited about since the start of tis project. I’ve been very interested in building a world with trees and grasses and flowers and trying to emulate nature. Now originally we were going to come up with all the textures , materials and meshes ourselves but we ran across this pack called Landscape Auto Material that made the process much faster and easier. The pack allows the developer to drag and drop materials and textures and they programmatically modify terrain materials and textures. The pack also came with trees, bushes, and rocks to add some small details to the terrain. Below I will put some terrains we have been working on for our level.
We have finally incorporated one of the most important aspects to this game and that is base building. We considered building the whole system from scratch but decided against it when we came across a building pack for just $20. We purchased it and incorporated it into our project and it seems to be working great. It includes support for foundations, walls, doors, door frames, ceilings, and stairs.
It has built in functionality for rotation so that allows us to place the objects however we like. It also comes with resource usage functionality that makes it so that you use resources when you place new structures.
We have started to build the level by using the topology painting tool. We have discussed the best way to set up bounds to prevent having to make a procedural generated world and the best conclusion we came up with was creating an island to keep people inside the world bounds. We set out a large piece of land and have been painting landscapes, mountains, and hills to best emulate a fantasy island.
I have added functionality for a storage chest to allow players to store items from their inventory in the chest to use later. It is almost a replication of the Inventory bluprint but rather than linked to the main character it is linked to the object that represents the chest.
This is a key feature that is important in any type of game with inventory functionality.
I have implemented a system so that when you pick up an object or add anything to your inventory, a notification is displayed with the quantity, name and image of the item collected. This is all dynamic so this works for any item created and will display correctly in any situation.
There are parameters that let me modify the speed and animation of the notification to best fit my style and needs.