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

 

Full Character Model

This character was done as part of my studies at www.animschool.com, I do not know the artist who designed him, but when I do, I will update their details here.

The model was done in Maya and Substance Painter for textures.

 

 

More details here, including progression breakdown.

 

 

Interactive SketchFab Model here:

 

Progression Video here: