Details
Genre: Adventure, Stealth
Team Size: 14
Project Duration: 16 Weeks
Year: 2020
Engine: Unreal Engine 4
Platform: PC
Roles: Gameplay and UI Programmer
Key features
– Combat-less Stealth Experience.
– Multiple ways to face challenges.
– Hack the environment to open new paths and distract your enemies.
– Original Dynamic Soundtrack that changes with the intensity of the action.
Description
An experience entirely based on sneaking and stealth dynamics. Armed only with a hacking device, the protagonist will have to open a way deep inside the core of an underground mining factory, taken over by a defecting AI.
Contributions
Eye-sight Interaction System
– Designed to provide the Player a way to interact with surrounding easily.
– Display what can be interacted with whenever the Player get in the proximity area sphere.
– Line tracing is being performed from the Character head to identify which object the Player want to interact with among multiple ones.
Spline Follower Component
– Movement can be looped, inverted, resetted from start or performed only once.
– Designers can modify the start point.
– Customizable speed.
– Rotation can be locked along any each axis.
– Designers can allow Players to access any of these functionality while playing.
– Designed to work with any object.
Versatile Interactions Components System
– Designed to be flexible and easy to expand.
– The system automatically identify custom interactions components and display a 3D Widget with corresponding functionalities buttons depending on the nature of the interactions component itself.
– Can work with virtually any amount of interaction components and targets.
– Interactions Components hold a list of every possible functionality to be displayed.
– Designers can be instructed about errors and how to fix them, any missing dependencies and which Interactable Components the Hack Station can control with a single click.
Components Cookbook
– My teammates were instructed on how to use my tools through documentations.
– People can choose between slides and video tutorials based on their preferred learning media.
– People can learn how the logic behind my system work (mostly oriented for other Programmers) and some step-by-step practical examples that they can use to learn.
Inputs Device Detection
– The game is able to detect Inputs Device switches between Mouse & Keyboard and Gamepad Controller.
– User Interface is automatically updated once the Input Device Switch event get called to display buttons corresponding to the device.
– The system can detect unintentional mouse movements (like vibrations on the desk).
– Button icons between devices are associated through Data Tables.
– Inputs Device Switch detection work both in game and on menus.
Hacking Minigame
– Hack System is Inputs Device agnostic: it work with both Mouse & Keyboard and Gamepad.
– Compatible with any Interaction Component.
– Can generate random sequences with any about of buttons.
– Use Rich Text to easily create a set of icons associated with each buttons from a String using HTML-like styling.