Overview
Centuries ago, Luminor shone under the soft glow of Luminaria, goddess of splendor. Suddenly, a dark power arises, fragmenting Luminaria into five shards scattered across the edges of the globe. This division plunged Luminor into darkness. Two souls, woven by the thread of destiny and illuminated by shards of ethereal light, stand as Guardians of Luminaria. Their quest, both humble and monumental: to find the five lost fragments in order to reconcile the goddess and restore the celestial harmony of Luminor.
My Contributions
Our game can be easily divided into separate rooms, each independent of the other. The goal of this tool was to allow designers to easily iterate and test different versions of each room. With this application, they didn't have to manage the placement of objects in the scene or the selection of specific actors for traps or plateforms for example. Everything was controlled by the application and it's integration with Unreal.
The behavior of our character can be divided into several states (Idle, Move, Jump, etc.). We used a State Machine, allowing us to easily add and remove behaviors from our player without harming the player itself.
Each room needs a specific camera behavior. As the Character Controller, we also used a State Machine to allow us to add new behavior to the camera very simply.
The mechanism system needed to be flexible enough to be integrated directly into the level generation tool. This meant designers could easily iterate on different types of mechanisms and the order in which the player would perform them directly through the level generation tool.
Some cool fx and feedbacks.