Space Station

A game built in UE4 utilizing Synty Polygon assets. Built within the CGS Framework; a collection of predeveloped functionality including the movement, combat and base quest system. All interactivity, system design, AI programming (using a third party add-on, AI Behavior Toolkit), sequencer scenes, dialogue, sound effects (from freesound.org) and quest logic as well as the custom built compass at the top and some of the materials were all created independently of the Framework by me. All additional development and design were also done by me during a 12 week period. Download a zip packaged build (from Google Drive) of the game here (Windows PC). See a walkthrough video below of  build version 1.14

  • Download link updated with 29-10-2021 to v1.15, which includes new death animations for NPC enemies as well as new placement for starting weapon to make it more obvious to interact with and collect and the beginning.

Key Features

  • Created and integrated the compass that tracks active quests, with different coloured arrows for each quest and its current objectives. Objective markers were needed to help indicate the required interactive items without being too obvious
  • Shield effects and cloaking tree were custom made
  • The sound effects for each interactive panel are randomized to have 1-3 different beeping noises so each time they’ll be different
  • The voiceover when the system lock down has ended was done using a free text-to-speech application
  • Items were placed around the space station with thought to ensure the player explores the level as much as possible without having too much time in a single area of the station
    • That’s partially why the blue key in the kitchen was not a quest objective, but something the player has to hunt down and find independently. It’s necessary to complete the level (one of the 3 main quest items in the Bridge requires the key to open the door) so the player isn’t locked out from getting back to the docking bay when the gas is released by the locked door next to the kitchen
    • With this exploration comes the potential for the player to come across the weapon and armour upgrades as well
  • The armour and weapon upgrades were in place of a loot and ammo system. I felt ammo implies loot, and loot implies additional weapons. The time constraints on the project superseded the time needed to develop that functionality and additional balancing required, therefore upgrades to the armour and weapon were put into the level as optional items the player could find to assist gameplay
  • Ranged NPCs were randomized to change which of the 2 available characters would appear. The triggers to both ranged and melee enemies would indicate how many of each would spawn and where they would spawn