•Embark on a stealthy first-person adventure to the crypt.
Solve puzzles, overcome obstacles, and outsmart enemies in captivating environments.
Navigate carefully, stay undetected, and unveil the secrets within.
What did I learn?
• I learned about AI with patrolling path that hits, basic hiding blueprint, health system,
objective system, inventory system, flickering materials,
torch, sfx, level designing and different materials type.
Goals
• Learn about environment design.
• Learn more about different genre.
• Advance my visual coding and AI development skills.
• Improve game design, level design and bug finding skills.
Challenges faced and how I overcame them.
• Checkpoint System.
Fix: When player respawned his old stats were not reset and all inventory items were lost. Tried fixing it, couldn’t do it.
Divided the dungeon into 3 stages so even if player restarts he isn’t far from the end of the level. Also to optimize the game
• Dungeon Layout change.
Fix: The design look was bad. Rather than having an old simple straight hallway to cross through. After player feedback. Player now has a choice of which route to take. Right now it looks like 99.
• Door not opening after checking values.
Fix: A delay was added and a condition was made that if the value is not the same, the door won't open
• Beach Layout change.
Fix: Made it linear than how initially planned as it was being too big, lengthy and unable to be complete in the given time.
Also changed from a forest to a mountain cliff area to give the player more complex movement path and verticality to the level.
Testing
• Player can’t move when respawned.
Fix: I went to each level blueprint and made set the player walking mode at begin play so whenever that level is loaded the player can move.
• Beach level no complex character movement.
Fix: Added verticality to the level and gave player the feeling of going in a dungeon area.