Third person RPG in a faerie ruling world where moondust is plentiful due to the power of the moonstone. However, a dark force has stolen the moonstone and shattered it, and its creatures are stationed throughout the forest. One of the creatures stray and begins wreaking havoc in the village and the player (a faerie) is tasked with finding one of the moonstone’s pieces. Now the forest, mostly void of moondust except for the silvermist nightshades, is overrun by creatures and faeries seeking shelter. The player needs to look for clues to hunt down the dark force to restore the magic in the forest while fighting off the creatures.
As the project for Purdue's CGT 335 Scripting class, this game is built using Professor Rob Howard's Purdue RPG Template. I worked on editing the template to match the gameplay elements I needed. I mostly added to the combat blueprints, providing the player with different moves to pick and the enemy move selection with the enemy having a favorite move and weakness.
My main focuses:
Designed the game
Scripting to enhance the RPG experience
Additional gameplay with the combat
Compass that points in the direction of the next waypoint
Art pass: kitbashed with assets found on Fab.com, lighting to match the world, made a landscape material to use Quixel Megascan textures with.
Compass
I created a compass that points in the direction of the next waypoint the player needs to go to during a quest. It uses dot products to determine the relative location of the waypoint to the player. It then gets the approximate angle the compass needle should point at with some trignometry.
Enemy Move Selection
I made a function that gets called during the enemy turn that lets the enemy pick a move. While the player has moondust that can be used to play moves that use up moondust, the enemy has a certain amount of poison and have moves that use up poison. Different enemy types have a favorite move and a weakness. When the player uses a move that is the enemy's weakness, the enemy's attack has 25% weaker. First there is a 50% chance that the enemy uses its favorite move under the circumstances that it has enough poison for the move. Otherwise, there is an equal chance that the enemy picks any of the moves that are available.
Silvermist Nightshade Particle Effect
Using Unreal's niagara system I created a simple particle effect to highlight the silvermist nightshades, which the player should collect to use more powerful moves during combat.
Combat UI
Some hovering effects on buttons on the UI during combat to show different player moves and enemy moves.
Landscape Material
Made a landscape material to paint different materials directly onto the landscape. Used Quixek Megascan textures for the material.