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Project Name:

Quest Game Prototype

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Software Used:

-Visual Studio Code

-Unreal Engine 5 

-Gimp

This game is a solo C++ project built from scratch, currently in development that tries to emulate the systems that would be found in a game such as Fable and/or Skyrim.

Scroll to vertical slice

Technical Design Reel being added very soon!

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Quest System

Goal: Create a flexible and fast Quest system that allows for fast iteration, large branching quests with varying dialogue options and objective types.​

  • Quest system built from the ground up using data tables that allow for easy iteration of quests along with a large amount of options for quest creation.

  • Quests can switch between states based on percentage of tasks completed rather than simply 

  • Players can easily switch tracked quests through the quest menu.

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Dialogue System

Goal: Create a dialogue system that is easy to use and allows for a lot of customisation for designers.​​

  • Creating new dialogue options for the designer is easy, and designers can set up branching dialogue trees that can unlock new dialogues and change other options.

  • Dialogue can also be chained with sequences to bring the player's focus to the NPC's topic, such as in the demo level, when the blacksmith tells the player about the ghouls approaching.

Quest Path System

Goal: Create a way for players to easily find their way to the location of a quest's nearest objective

  • The path system is set up to find the location of any objective even when not currently spawned into the world. (though in some cases the system can be told not to, as to let player's find things through exploration)

  • The paths system follows either of two path types, first attempting to follow actual path ways like the ones found in the demo level, and the second, if no path ways are found or if leaving the path and going off trail would be faster, following that instead. 

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Combat and Lock on System 

Create a similar system to previous combat systems using C++ with improvements for enemy combat.

  • Enemies can be spawned in waves and groups using a new spawner system which can be used as normal proximity spawners or used for specific quests.

  • The new system allows for customisation of where attack collisions will happen during attack animations along with what shape, size and how long each of the collisions will last during the animation.

Vertical Slice:

Below is a video showcasing a vertical slice of the demo level:

Below is a link to the Itch.io page for the vertical slice should you want to test it out yourself.

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©2021 by Michael Partridge.

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