This week, we made major progress in our game foundation, both functionally and aesthetically. Developing a gameplay loop and prototypes that can allow for better play-testing data.
Scene Construction
We used Unreal Engine 5’s built-in landscape tools to construct our scene starting from a blank, flat landscape. This week, we refined several details, including the addition of fences and adjustments to the density of vegetation to enhance realism.
Flowing water was added, including more rock scapes and taller trees which are steps towards a boundary that implies further depth of the environment beyond the developed map.
We ultimately want the space to feel like a hidden gem that you and a small few others in the world know about, offering relief from ones local environment.
Batting Practice
When they overlap, get the forward vector of the bat multiplied by the force you want added to the world location of the hit point (like a line trace end location, but without the line trace), then add that to the velocity of the ball multiplied by (-1). That sends the ball in the opposite direction with the offset of the bat's swing rotation.
SketchFab assets for a bat and ball, fences for backstop and began creation of the ruins of a sort of industrial area that will make up the boundary of the old baseball field in right field.
Implemented spawning of a new baseball on the tee once hit.
Need to play around with the physics of the collision, as even with constant collision detection, the bat doesn’t always make contact with the ball.
Fishing Site
The fishing site was constructed using assets sourced from SketchFab.
We designed a fishing rod with attached bait, connected via a fishing line. This system is achieved using Cable Components and several Physical Constraints within UE5, providing a natural and engaging fishing experience.
This last part needs work, it would be cool to develop a fishing mini game but it doesn't seem easy to make it engaging and stress relieving. Thought about a collection log where grayed out slots for all NPCs, fish types, collectables, milestones, etc. would fill in upon interaction.
Gardening Field
Players can plant sunflowers in the farming field and enjoy the tranquil farming experience. The field is designed to be interactive, offering players a relaxing yet engaging activity.
Thought that semi-hidden NPCs and floor loot can disperse different seeds to be collected and planted around the map, potentially beyond the gardening field.
Possibly farming in this field, and gardening in the entirety of the map?
Interactive NPC
Our NPCs are designed to respond to player interaction by changing their posture.
This is accomplished using animation blueprints and state machines, allowing for precise and flexible animation sequences. We placed an NPC at the entrance of the river trail to guide players and encourage exploration of the areas beyond.
Game Saving Mechanic
We developed a comprehensive game-saving management system using Unreal Engine 5’s built-in save-game functionality. This system records player progress, such as changes made to the farming field, ensuring that all work is saved and can be seamlessly resumed when players re-enter the game.
Needs work so that the player returns to their last location
Future Plans (Alpha)
Enhanced Audio Effects: Introduce a diverse range of sound effects tailored to different locations and actions, enriching the auditory experience.
Interactive Map Integration: Develop a navigation map allowing seamless movement between scenes, including a direct teleport feature for enhanced accessibility.
Cohesive Mini-Game Flow: Establish clear guidance and interconnected narratives across mini-games to ensure a unified and engaging user experience.
Interaction Refinements: Upgrade and refine existing interactions to improve responsiveness, realism, and overall user satisfaction.
Progress Demonstration
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