FishGibble BreakDown Part4 – Quest System

The Quest system is used to unlock various skills, provide experience/skill points and to progress through the game. Each quest can have multiple objectives and optionally include way points that will show up on the compass.

Objectives are modular and may be reused in any quest, for example, returning to a particular character after doing a task, or completing a previous objective. Objectives can be completed by performing specific tasks, which the objectives themselves will be monitoring, as they are blueprints with C++ base classes, they have all the required functionality of any other blueprints. Once all objectives are completed, the Quest itself is completed and any skill/experience points awarded.

Objectives include showing an information popup once the objective has spawned, so the player knows what the current objective is, but also it will update the journal and active quest UI, to indicate which objective is currently active. The below image is a test level, with test characters and a test Quest, with the first objective active.

 

More Details Here

 

Video Here

 

FishGibble BreakDown Part3 – UI And Compass

 

The User Interface was built using Unreal Motion Graphics which allows for overlaying and animating textures.

 

 

UMG supports animating properties of widget transformations ( translation, orientation and scale ) and brush/texture properties like colour and opacity and others.

 

More Details Here

 

FishGibble has many UI systems, including:

  • Player HUD
    Compass and Waypoints
    Journal UI
    Level Up UI
    Skill Tree UI
    Main Menu
    Graphics Settings
    Pause Menu
    Conversation UI, including viewing previous conversations.
    Active and Completed Quests UI

 

Video Here:

 

 

FishGibble Breakdown Part 2 – Interp Movers

The InterpActors allow for any mesh, or hierarchy of meshes to have local transformations ( translation, rotation and scale ) interpolated over time, at different, or a constant speed, and by cycling through, or ping-ponging between the beginning and end transforms. It may also be setup to act and interpolate with triggers for opening, and auto closing after a set time using these blueprints.

The DirectMoveActors can move any character, including AI in a specific direction, at a specific speed, and when combined, will increase the movement speed as they move through the objects based on triggers / overlap spheres.

*Note all level and meshes are for testing

 

 

 

More Details Here:

 

 

Video Of BreakDown Here

 

World Composition in Unreal Engine4

 

Workflow Video

 

This will provide some detail the high level workflow I used to create a huge open world, with 8x8KM densely populated with vegetation, trees, grass and mountains using Unreal Engine 4 World Composition, along with several other tools which I will go through briefly.

To create the terrain I used World Machine and followed the World Machine to UE4 World Composition tutorial as described.

For the foliage and grass, I used the Grass Tool Quick Start and Procedural Foliage Quick Start tutorials from the Unreal Engine 4 Documentation.

 

The Full Game, as well as the Project and Code.

NOTE: Unreal Engine 4.9 version only.

 

More Details Here

CoolDriverUE4 – World Building

CoolDriverUE4_Env_Test

Here follows some details of my current project, I am in the process of building a test level, to create various blueprints that will be used in the main game. It will contain a huge open environment, and I want to use this as a test bed, to develop and prove various technologies first, before embarking on the full game, hopefully will drum up some support too, most of the textures come from my garden, some from cgtextures, all models *(  except the car ) were modeled, UVMapped and textured by me. The terrain was created using a wacom tablet and Unreal Engine 4’s landscape tool.

1_Landscape_Trees_9

More Details And Pictures

 

Heroes Foe

HF_MainMenu_BG

 

 

A 3D game, running on UnrealEngine4 where you have to unblock areas and eliminate enemies to continue, and consists of a pretty huge world, including 5 indoor scenes to complete.

The areas need to be cleared in sequence, as you progress, you become more powerful, and the levels become more difficult.

The game allows you to choose between a Wizzard (Magic Staff) and a Warrior (Sword and Shield) as your main character.

Demo:

 

Mobile Demo:

This game is a fantasy 3rd person Hack n Slash, with platformer elements.

Heroes Foe Main Page

Heroes Foe Main Page

FishGibble™ Demo

 

FishGibble_Demo_4FishGibble_Logo

 

More Details

Here is some new content, showing the general game play and various mechanics, including AI and HUD.

 

This game has been released!!

Steam:

https://steamcommunity.com/sharedfiles/filedetails/?id=256244376

The game is currently in GreenLight.

The mobile version for Android is available on the Google Play store for Free! ( big download though.. that’s life )

https://play.google.com/store/apps/details?id=com.epicgames.FishGibble

 

 

FishGibble™ Demo Video:

 

In game screen shots:

FishGibble ™

Fish_GP_Test_Show

FishGibble ™ Is a new game about a fish in a sea tank, where you have to outsmart and out swim some not so friendly fish, game is still in development and will be released for PC/Mac iOS and Android.

The Game is being developed using Unreal Engine 4 and C++.

More Details Here:

 

Offical YouTube Playlist:

YouTube in-game demos:

AI Testing

Game Testing.