Soul Of Time



Information

Engine: Unreal
Language: Blueprint Visual Scripting
Duration: 13 Weeks
Team: 3 Developers

About the game.

An isometric adventure type game where you wander around the void realm to find monuments that you have to solve using “time mechanics”. The world is a looping map to give a false sense of an endless world.

The goal of the game is to solve these puzzles and proceed to the next stage.

Why did I make this?

The project was an assignment given out by in the class with the objective was to create a game of your choice, our team deciced on the theme of the game while brainstorming which aspect of a game would sound interesting and fun to implement and play

What did I learn?

This was my first time working with blueprint in unreal engine so most of the stuff were picked up during my time working on the project. Although there were many subjects required us to collaborate in team as well the importance of understanding the requirements of the game by each team members.

So i leanred how to work with blueprints in unreal engine and objects physics in the maps for creating puzzles as well as UI interfaces




My contribution



Health Bar

The Health Bar is positioned just below each of the enemy spawned in the map which decreased when hit by an attack from the player. I provided the logic and initial layout for the health bar while the art assets were provided by one of our team member




Debug Menu

The Debug Menu can be activated when pressing tab which is located along side the pause menu. It will spawn options to which enable the players to switch between the maps as well as restore hp and changing the number of puzzles cleared on the level.




Time Rewind

The ability can be activate by pressing the "T" button which would reverse any moving enemy on the field to their locations 5 seconds ago




Time Slow

The ability can be activate by pressing the "R" button which would create a time dilation which affects the surrounding environment including any object or characters currently on the map except for the mian character.

The abililty would have on puzzles or moving actors in the map including enemies and characters other abilities such as sword slash or projectiles




Rebuild

The ability can be activate by pressing the "G" buttoon near the specified Torches to revert the surrounding objects to thier origin state

The Torch would then activate the blocks or contruction compnonents assciated to it to revert them back into a contruction for the player to utilize




Puzzle 2 and various common mechanics

Puzzle was designed specifically for the player to utilized the rebuild ability to create paths leading to the requried locations, Some components

Some mechanics which i also invovled during the implemantion period includes Enemy Spawners objects which would spawn enemy randomly around the map after a certain amount of time and the AI's navigation system