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Dungeon Generation

All code was written in C++ but had to be accessible via blueprint for designers. Structured and maintainable code was written - only exposing esential variables and functions to the designer. 

Dungeon generation uses a grid apporach. Two different dungeons branch out from a hub room. They are generated along a branching path taken through cells. Each dungeon cell is predefined and designed so that a desinger can simply create a new room using a room blueprint.

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Combat

The player is able to use 3 weapons in the game. The combat was developed using a weapon base that weapons inherit from. Shared functions such as types of attack (stab, sweep etc.), damge and animations are all present in the base class. Weapons have different combos that can be used so a montage for transitioning animations was used. Notify states had to be set within animations to ensure damage hitboxes were applied at the right place and time.

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Audio

Audio was implemented using Wwise. Audio was adjusted and balance within Wwise as two ambient tracks play alongside one-shot sounds. Events were used to play sounds at the correct time and blend tracks were used in cases like enemy attacks. Attack and footprint sound changes based on material. For example, hitting the wooden training dummy and hitting a frog result in a different noise. 

Animation

The importing and implementation of assets was left to me. This required efficient communication between me and our artists. Blend state were set up using different variables (player health, height and movement) to smoothly transition between animations. Such as a players walk into run. The animation for NPCS and enemies also had to be implemented using the same methods mentioned.

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