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GAME PROTOTYPE

  • Dev can use the mentioned BP assets.

  • Dev can create BPs from scratch, if preferable.

  • All animations and graphic design elements are provided.

  • Not needed: 3D Modeling, Level Design, and Sound Design.

Priority Afterwards

I. LOCOMOTION

Use ALC as the base.

> Player can walk, jog, sprint & crouch.

Remove ALC HUD.

> Add MetaHuman model as player.

> Add breathing animation overlay.

> Foot IK System.

> Turn In Place w/ Head Look At.

> Default player movement is walk.

> Default player movement while in combat is jog.

Change the jump animation from ALC to the one in ALSv4.

Add/Change the falling animation from ALC to the one in ALSv4.

Foot IK System

Advanced IK Foot Placement System_Screenshot1-1920x1080-8e258d53485ca3baa17e00964f5cf2be.j

Turn In Place, Look At

Turn In Place.gif

ALS Jump Anim

giphy.gif

ALS Falling Anim

Falling.gif

II. COMBAT SYSTEM

Remove firearm-related blueprints from ALC.

> Remove particles from the death animation.

> Add minimalist HUD: player health bar, weapon, enemy health bar.

> Use Sword Animation Pack, One Hand Sword Attacks And Finishers, and Melee Weapon Stealth Finishers for the player combat animations. Use only a minimal amount for each function (regular attack, heavy attack, combo, block, hit take, stealth kill 1, stealth kill 2, death, and combo death). Player uses a sword and no shield. Sword is summonable.

> Add Summon/Unsummon sword function for player.

> Add dodge movement function for player.

> Use (mostly) Sword and Shield Anims for the enemy combat animations (Skeleton Warrior). Use only a minimal amount for each function (regular attack, heavy attack, combo, block, hit take, death, combo death, stealth death).

> Add Death Screen and Checkpoint Respawn System.

Sword Stealth Kill

Sword Stealth Kill.gif

Game HUD

HUD.jpg

Dodge Function

giphy.gif

Sword and Shield Anims

sword and shield.gif

III. ENEMY AI

> Use AI blueprints from ACF, FCSSmartAI, or better, to replace/improve the ALC Enemy AI.

> Add the stealth system based on the chosen AI blueprint.

> Enemies patrol the area constantly.

> Enemies will attack if player enters their sight area.

> Enemies will search when they hear footsteps. Crouching is unnoticeable, except when in sight. Walking is noticeable within 15 meters. Running is noticeable within 40 meters. Other movements are unnoticeable (landing, vault, etc.)

IV. COMBAT COSMETICS

> Use GBWPowerfulHit to enhance the combat system. Add camera shake when hit, add particle effects, add weapon trace effect and distortion, etc. This is a refining plug-in. It is easy to use and the final result is excellent.

> Use GBWScratch to enhance the combat system. Add scratch marks to the environment and enemies. This plug-in is made by the same game designer that created GBWPowerfulHit. It is a refining plug-in. It is easy to use and the final result is excellent.

> Enemy (Skeleton Warrior) explodes on death (dismemberment function); body parts launch in all directions.

GBW PowerfulHit

GBW PowerfulHit.gif

GBW Scratch

GBW Scratch.gif

Dismemberment Function

Procedural Dismemberment.gif

V. TORCH

> Add "carry torch" animation overlay (can use ALS's Torch Pose).

> Torches can be picked up from walls or ground.

> Torches can be lit using active wall torches.

> Torches can be unlit when put down.

VI. ADVANCED MOVEMENTS

> Add functions 5 movement functions: 1 Ground Slide while running, 1 Obstacle Vault while running, 1 Obstacle Mantle while not running, 1 Wall Climb, and 1 Landing when falling from 6+ meters (trigger ragdoll when 10+ meters). Use animations from Parkour Animations and ALSv4Use the plug-in Parkour Motion Warping System to implement these functions.

Ground Slide

Slide.gif

Obstacle Vault

Vault.gif

Wall Climb

Wall Mantle.gif

Landing

Landing.gif

VII. COMBAT - ADDITIONAL ENEMY 

> Add the ALC AI enemy with a bow and arrow. Enhance enemy functions.

VIII. THROW ROCK & AI IMPLEMENTATION 

> BP Rocks can be picked up from the ground and thrown.

> Enemies will search the locationif a rock falls within 30 meters.

IX. CLIMB SYSTEM

> Add Climb System. Use Advanced Climb v1.2 (or better) to implement the climbing system.​

Climb System

Climb.gif

X. GAME UI

> Add Menu Screen on startup. Menu Screen has Start button.

> Add Loading Screen. Loading Screen has black background and a loading bar.

> Add In-Game UI. When pressed Esc, game prompts Quit window. Player chooses Quit or Back.

XI. GAME CONTROLLER

> Add options to auto-detect and use plugged Game Controllers: Xbox and Playstation.

> Key bindings automatically change to match when a gamepad is detected.

COMBAT STYLE OBJECTIVE

TOP REFERENCE FOR FINAL GAME

CONTACT

SUBMISSIONS CLOSED

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Nathan Villa-Nova / Data Drive

Artist from São Paulo, Brazil.

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